Hi,
I have a large terrain I created in the editor and I want to export it to a unity package.
My terrain is saved in a mesh but not an asset. So currently when I export I do a for loop that goes over each tile and creates an asset and prefab for it.
Is there a way for me to run it in parallel and not sequentially?
Thanks in advance!
No, you can’t parallelize that. But I imagine it’s slow because you call CreateAsset for each asset without using this to prevent Unity from automatically importing every new asset right away:
try
{
AssetDatabase.DisallowAutoRefresh();
AssetDatabase.StartAssetEditing();
// perform your asset creation here
}
finally
{
AssetDatabase.StopAssetEditing();
AssetDatabase.AllowAutoRefresh();
}
Feel free to post your code so we can look at other inefficiencies.
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