Regarding the hideFlags check, it should not be modified in the source code, since it is required for determining whether a graph is bound or not and thus act accordingly (even though this check has already been changed for the next version).
Deserialization of graphs is obviously having a performance impact due to GC allocation (that can’t be avoided), but there should be no problem if the gameobjects are pre-loaded in load time. Certainly not the same impact as when instantiating and deserializing on-the-fly.
Are you saying that preloading the gameobjects at load time instead of instantiating them on-the-fly, still occur in a performance impact?
Let me know.
(PS: I hope I did not misunderstood your questions)
Regarding the hideFlags check, it should not be modified in the source code, since it is required for determining whether a graph is bound or not and thus act accordingly (even though this check has already been changed for the next version).
-> Is it true that “HideFlag” is set to “None” even when the bound graph is loaded into the Prefab?
This causes “case 1” and similar loading times to be consumed.
Deserialization of graphs is obviously having a performance impact due to GC allocation (that can’t be avoided), but there should be no problem if the gameobjects are pre-loaded in load time.
-> 1. Pools the object.
2. Load this object six times.
3. Is it appropriate to have six deserializations?
4. Is it correct to be like the attached picture?
1) Yes, the graph object HideFlags is set to “None” if the graph is part of a prefab owner, even if it is a bound one (because it becomes a sub-asset of the prefab)
2) Yes, each graph needs to be deserialized separately, since a “deep clone/copy” of each graph is required for each instance, so the screenshot looks correct.