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Questions #1

@smoore2171

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@smoore2171

This set of scripts looks very useful. I just had some questions about the implementation.

I'm following that the UnityWeakReference class will allow an object to reference a unity Object and have it convert to a path string pre-serialization of a generated UnityWeakReferenceScriptableObject object.

I would like to understand more of what EditorUnityWeakReference is doing. What it looks like it is doing is a build preprocess pass it goes over every unity object in the assets folder, iterating over properties looking for any property that extends the UnityWeakReference type (albeit ignoring arrays? It doesn't appear to drill down in DoWork) and then creates a bunch of UnityWeakReferenceScriptableObjects in the resources folder back to the real object. In this case it doesn't look like the real object would be in the resources folder, but would it still be packaged and loadable as a resource just by being referenced from an object in resources?

How bad does this preprocess step hurt build times on large projects? Iterating over every unity object in Asset/ seems like it might have scaling issues.

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