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#34 add prefabs assets item builder #35
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#34 add prefabs assets item builder #35
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…rawer' into Merging
Should always check if gameObject. This will be useful later on.
Thundernerd
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I would suggest you pull/merge the latest changes into this branch after I've merged the other open PR from you. Then I'll go over this one :)
…Prefabs-AssetsItemBuilder
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Merging the other PR caused some merge conflicts again :D |
…Prefabs-AssetsItemBuilder
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:D |
| } | ||
| else if (assetType == typeof(GameObject)) | ||
| { | ||
| GameObject gameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath); |
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Hmm. I have a feeling that this might become very slow for larger projects
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Yes, so much so that I ended up making this: #57
If this is to remain I think it would be very nice with a setting to exclude this behaviour, as it is very painful for me to wait like 5 seconds for the dropdown to open haha
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Oof yeah that is pretty bad! I'll have a look at your PR!
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Yeah, sorry about that! It became so slow in our project that we had to comment it out. We were looking in a way to stream the assets instead of loading them. I believe the new Search package in Unity does that, but I'm not sure how to use their API yet.
Edit: Had we had the Preference window, I think it would've made sense to have Prefab lookup disabled by default. In small project, I'm sure it can have value, but it sure doesn't scale well.
Definition
Adds Prefabs to the Dropdown menu in Asset Location.
Note
I did the issue, but it's hard to find value in it since having a reference to a prefab is usually only useful to instantiate it. Unless the goal is to edit prefabs in the editor, letting users see prefab might simply cluster the Dropdown for no reason.
But then, I also found this pretty useful use case, so it might still be worth considering: