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Zefirot2021-11-20 12:10:32
Unity
Zefirot, 2021-11-20 12:10:32

How to make non-compiled files (not included in the finished product)?

I have a folder in the rooms, there are prefabs of rooms and they consist of other prefabs, that is, in fact, this is an empty prefab in and it is poked, for example, wall prefabs, chairs, cabinets and all that ...
When loading a room, this prefab of the room is loaded ( in which the rest of the prefabs are placed where necessary), but I also noticed that these room prefabs weigh a little too much, the best solution I chose was to transfer to the text dock where which prefabs should be located, at what coordinates, how sizes, how they are rotated, etc. . , well, when loading the scene, do not load the prefab of this room, but read this text file and instantiate the prefabs where necessary.
The result of the prefab of one room can weigh 0.5-10mb, and if it is a text file, then 10-20kb, the difference is obvious, but the result is the same.
But of course, it’s easier to edit the room prefab visually, since you can immediately see where everything is ... The

question is how to take everything into account when compiling, except for this folder with room prefabs that weigh more than a gig, because only text versions are used, when the game itself is about 70mb (well and with gig+ prefabs)?

Of course, there is an option to delete the folder with these prefabs, compile, and then if you need to fix something, then go back to this folder, as an option, but is there another way?

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GavriKos, 2021-11-20
@Zefirot

It seems that if there is no link to the prefab anywhere AND it is not in Resources - it does not get into the assembly. Check this option first.
In general, the contents of the Editor folder do not get into the compilation - but here's the fig of it, is it possible to comfortably keep prefabs in it

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