Implement optional "manual saving" to avoid performance issues for prefab use cases
Doppelkeks opened this issue · comments
Currently, MonoGraphModels can have a large overhead/ perormance degradation if the main gameobject contains a lot of components or is very complex in nature. There is nothing we can do about this fact (as it is completely individual and user driven) but we can implement manual saving to avoid saving and keeping the serializedobject up to date automatically.
Thanks for considering this! Maybe it could be somehow choosable between autosave and manual save?