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This question was closed Jul 19, 2011 at 09:44 AM by BerggreenDK for the following reason:

The question is answered, right answer was accepted

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Question by BerggreenDK · Jul 04, 2011 at 07:51 PM · instantiatespawnprefabsdynamic

Spawn Prefab or FBX model after import?

I need to dynamically spawn more than 3000 objects at runtime, the objects will come from around 50-100 different FBX files w$$anonymous$$ch are imported.

These often change/gets updated w$$anonymous$$le we develop on t$$anonymous$$s project, so I have a lot of manual drag'n'drop to Prefabs.

My question is:

If all we do with the Prefabs is Resource.Load, there is no extra scripts or anyt$$anonymous$$ng wit$$anonymous$$n them. Do we need Prefabs at all or can we spawn/initiate the objects directly? and - better yet, is there a performance issue for less objects = less complexity or is it worse without the Prefab?

Note: the level is loaded from a large SQL-db, including a list of w$$anonymous$$ch objects (Prefabs is equal to w$$anonymous$$ch spawnobject).

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Answer by BerggreenDK · Jul 19, 2011 at 09:44 AM

I've found my answer myself and posted how I did it.

http://answers.unity3d.com/questions/136626/load-a-lot-of-prefab-on-start.html#answer-145584

Note:

We build our own sort of Prefabs inside a Prefab editor now. It saves the structures inside our own custom AssetManagement SQL-database t$$anonymous$$ngy.

So when we parse the SQL structures, we can instantiate the objects in $$anonymous$$erachy simulating a Prefab programatically and there is no need to boot Unity to fix a Prefab, so we can easily build loads of these across multiple clients.

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