Hi, (edited with AI, to make it more readable^^) I’ve noticed concerning file sizes in my Unity scene:
- Around 400 ParticleSystem components (300 are test data)
- Each ParticleSystem serializes to ~120kb in the scene file
- Scene file is 90% ParticleSystem data
- Previously used prefabs, but overrides caused ~1mb per changed system (Unity 2019)
Runtime performance is fine, even on mobile. But the serialization overhead seems excessive - 120kb for just 4 modules with 8 changed fields?
Are there current best practices for managing ParticleSystem serialization? The prefab approach seems worse than keeping them in scene.