Optimize SceneObjectsFactory::SynchronizeNewPrefabInstances when loading large scenes

This commit is contained in:
Wojtek Figat
2024-08-16 14:49:43 +02:00
parent 330d769bdc
commit c4c25fc21f
3 changed files with 31 additions and 16 deletions

View File

@@ -41,6 +41,11 @@ public:
/// </summary>
Dictionary<Guid, const ISerializable::DeserializeStream*> ObjectsDataCache;
/// <summary>
/// The object hierarchy cache that maps the PrefabObjectID into the list of children (identified also by PrefabObjectID). Objects without any children are not included for sake of optimization. Used for quick validation of the structure of loaded prefab instances. Valid only if asset is loaded.
/// </summary>
Dictionary<Guid, Array<Guid>> ObjectsHierarchyCache;
/// <summary>
/// The objects cache maps the id of the object contained in the prefab asset (actor or script) to the default instance deserialized from prefab data. Valid only if asset is loaded and GetDefaultInstance was called.
/// </summary>