you just have to be carefully not have references to the scene. let say there are 1000 levels and every level have its own prefab and u drag them to a field on the So. and if the so is referenced in the scene, then all the prefabs will be loaded into the ram and this can cause some issues. I dont have any refence to the SOs and load them by name (index)
Great stuff :) It just came to mind, did you show how you solved the strange collision "glitches" where the ball collides with perfectly aligned cube colliders?
I did the same for my solitaire levels and used LevelSO too, naming right 🤣.
Super interesting usage, thanks for sharing !
💪 great name IMO 🤣
you just have to be carefully not have references to the scene. let say there are 1000 levels and every level have its own prefab and u drag them to a field on the So. and if the so is referenced in the scene, then all the prefabs will be loaded into the ram and this can cause some issues. I dont have any refence to the SOs and load them by name (index)
Great stuff :)
It just came to mind, did you show how you solved the strange collision "glitches" where the ball collides with perfectly aligned cube colliders?
Coming up next 🙂