If have a baker which does a lot of calculation for data and is putting the result to a DynamicBuffer (> 200k), and which is used by multiple gameobjects in subscenes.
Is there a way to cache this process in the Editor somehow, so that it does not re-run this process after every code change?
Especially with caching NativeArrays (for the DynamicBuffer), I did not came to a good solution yet.
Try isolating that code in a separate assembly definition so that it won’t get recreated when code without assembly reference are edited. We don’t allow baker classes that are not in separate assemblies in our project as this causes the subscenes to be rebaked.
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Thanks for the idea! I will give it a try