There might be a way to keep track of/find all the objects that got dirtied during editing of the scene. This could help with only saving changed made instead of going over the entire Unity scene file.
If this actually works in a stable way, check if when objects are moved in the hierarchy the objects below it are also marked as dirty. Because if not the ClearRootOrderProperty (#16) could be removed.
There might be a way to keep track of/find all the objects that got dirtied during editing of the scene. This could help with only saving changed made instead of going over the entire Unity scene file.
Some references:
- [https://forum.unity.com/threads/solved-check-if-gameobject-is-dirty.504894/](https://forum.unity.com/threads/solved-check-if-gameobject-is-dirty.504894/)
- [https://docs.unity3d.com/ScriptReference/EditorUtility.IsDirty.html](https://docs.unity3d.com/ScriptReference/EditorUtility.IsDirty.html)
If this actually works in a stable way, check if when objects are moved in the hierarchy the objects below it are also marked as dirty. Because if not the `ClearRootOrderProperty` (#16) could be removed.
max
added this to the ScenePartition POC project 2023-08-13 22:43:52 +02:00
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There might be a way to keep track of/find all the objects that got dirtied during editing of the scene. This could help with only saving changed made instead of going over the entire Unity scene file.
Some references:
If this actually works in a stable way, check if when objects are moved in the hierarchy the objects below it are also marked as dirty. Because if not the
ClearRootOrderProperty(#16) could be removed.