Working with a huge map, lag when creating new objects in editor.

I’m developing a semi-isometric 3d rpg game for android. My map is already quite big (screenshot) and somehow its running very nicely on my phone without any optimization. Adding new objects in editor causes a bit of lag because there is already so many of them (even instantiating singular objects causes a 0.5s-1s lag every time it happens - it doesnt happen in the build). At the moment adding new tiles is still bearable, but i suspect that it will become more and more laggy as the map grows bigger. Can you hide/disable parts of the map in editor and turn them on later? (I’ve tried disabling them in the inspector, but it doesn’t change anything, only deleting them helps at all).

English is not my primary language, yadda, yadda.

Is each tile a unique Unity object? If so, maybe things run ok on device because static batching aggregates objects or just because Unity has extra overhead in Editor for supporting editing.

If the map gets really big, you can export chunks of it to individual scene files and then import them yourself. There are some tricks there, but you can implement it yourself or buy something like my SECTR STREAM [/shameless plug]

Even though your tool looks amazing, I’m poor as dirt so I can’t really use it.

I guess I could create parts of my map in individual scenes and then load them all into one using DontDestroyOnLoad, but that would probably mess up my pathing system.

Oh well, hopefully I will figure a way out of this problem :confused: