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Question by eidng8 · Jan 20, 2020 at 10:49 PM · dots

Using entity cache or streaming asset without sub-scene

I have setup a scene:

  1. make a prefab using just a few cubes, with physics bodies & shapes, to form a compound body.

  2. create a sub-scene and place the prefab in it, and build entity cache.

  3. make component (and its corresponding authoring) scripts that have a public reference to the prefab.

  4. create a job system to spawn the prefab component.

So far it works pretty good. A good bunch of entities created and colliding with each other pretty quickly. CPU is around 12ms constantly.

There is only one problem here. I have to keep the prefab in the sub-scene. And every time the game start, I see the game object in the sub-scene as well. Even when the prefab object is just disabled, the whole thing doesn't work anymore. If I have a few dozen prefabs, this sounds pretty awkward to work with, because:

What I want is to create an empty scene, spawn everything on demand. So I've tried the other way, doing the conversion on-the-fly. But it takes a whopping 3.5 second to just convert that prefab consisting of a few cubes! Though this happens only once when the prefab is first loaded (after each launch). After that, everything goes back to swift paces.

Hence, as title says: Do we have a way to directly save to, load from, and work with the entity cache or streaming asset without using sub-scenes?

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