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Question by XeviaN360 · Aug 31, 2011 at 09:41 AM · gameobjecteditorprefabslow

Very Slow (hang) gameobject TO prefab operation with lot of child objects

Hi All. Unity 3.4 Pro, Windows 7 64 bit. I have a Gameobject with 3400 childs in the editor (every child is a small mesh). I create a new empty prefab. I drag'n'drop my gameobject on the prefab. Unity hangs (or, it seems to work but after 30 minutes he doens't move).

I tryed also via code:

UnityEngine.Object prefab = EditorUtility.CreateEmptyPrefab(localPath); EditorUtility.ReplacePrefab(obj, prefab); AssetDatabase.Refresh(); DestroyImmediate(obj);

Same result. In the task manager a core usage remains at 100%.

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avatar image Waz · Aug 31, 2011 at 10:50 AM 0
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I've seen editor-only performance problems with large numbers of children, but not a complete freeze. You could try making the hierarchy a level deeper : group the 3400 children into 34 empty children each with 100 grandchildren and see if that helps. $$anonymous$$y current projects has about 1000 children each with about 10 grandchildren, and it only lags for a couple of second at creation.

Sorry, this isn't an answer, just a suggestion that you're probably not hitting any particular limit in Unity.

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