Add compatibility with SoftReferenceableAssets for customLocations#455
Merged
Conversation
MSchmoecker
reviewed
May 8, 2025
… added via CreateLocationContainer
… for customLocations
…ger instantiations
…R. Previous approach, didn't work.
…invalid references
79c54f5 to
5f746b0
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
The goal of this PR is to change where a Location's prefab is stored.
The current implementation of Jotunn.ZoneManager stores all CustomLocation prefabs in a LocationContainer GameObject, which is held in the DontDestroyOnLoaded scene. This approach causes CustomLocations prefabs to always be held in the client's memory and therefore leads to very high RAM usage when large numbers of CustomLocations are added. This PR transitions CustomLocation prefabs to use the new vanilla SoftReferenceableAsset system, which allows prefabs to be loaded from AssetBundles on disk only when they are needed.
This PR solves the above problem by making changes to three files in Jotunn. Mod developers will still need to follow additional steps to make their assetBundles available to the SoftReferenceableAssets system. The steps will be outlined in a future documentation page.
CustomLocation.cs
PrefabManager.cs
ZoneManager.cs