I’m currently hitting an annoyance that im hoping I can find a workaround for. I’m using a list of ints for save data and am hiding it behind an enum for sanity sake while working. However every time I change any bit of the enum it reimports every prefab using the enum weather it references that entry or not.
every prefab using SaveInfo at all get reimported. I am using Addressables for the prefabs if that changes anything.
It wouldn’t be a big issue but at the moment it takes 10min to reimport everything every time I want to add a new save tag. Is there any way around this aside from stopping reimporting on changes all together?
Enums enums are bad in Unity3D if you intend them to be serialized:
It is much better to use ScriptableObjects for many enumerative uses. You can even define additional associated data with each one of them, and drag them into other parts of your game (scenes, prefabs, other ScriptableObjects) however you like. References remain rock solid even if you rename them, reorder them, reorganize them, etc. They are always connected via the meta file GUID.
Collections / groups of ScriptableObjects can also be loaded en-masse with calls such as Resources.LoadAll<T>().