First and foremost,
thank you very much for taking the time to help me out and sorry if this question feels redundant.
After reading through several threads dealing with this issue, I am still left with some questions unanswered which hinders my decision on what method to adopt.
My problem :
Our game is an online third person action RPG that runs with an authoritative server setup. We have a building mechanic that allows players to construct a large number of different structures at run-time. Each structure goes through 3 phases.
First phase : The placement phase which indicates if the structure is build-able or not at the player selected emplacement.
Second Phase : The construction phase which demonstrates the progress towards completion.
Third Phase : The final structure, ready to use.
Since each phase use different prefabs, this means that each structure requires a total of 9 prefabs. (3 for server, 3 for owner and 3 for proxy - using uLink)
As of now, I have been storing every prefab in public GameObject references on a single script on the server. Obviously this approach is going to require a decent amount of resources and I feel like there are better suited methods of solving the problem.
Questions :
When using the resources folder to load and unload prefabs, does unloading delete already instantiated prefabs or only the reference that has been loaded?
When using asset bundles, does unloading delete already instantiated prefabs or only the reference that has been loaded?
Is there any other way to dynamically instantiate large amounts of prefabs at run-time?
Any input on the matter is appreciated ![]()
Thanks again!
Cordially,
David