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Right now godot uses uids to identify other objects to import into scene. There uids are unfortunately computer-specifc, and so need to be remade every time this project is cloned locally.
If the uid is incorrect, then a filepath fallback is used.
problem
One of the times I cloned this project locally, it ran unusually slow. After the uids were rebuilt, the project was noticeably faster. I did not do a proper test, so something else may have happened, but this is still worth a look.
Testing
I imagine you could just manually edit all the uids in scene to be wrong and see if it runs slower
The text was updated successfully, but these errors were encountered:
Overview
Right now godot uses uids to identify other objects to import into scene. There uids are unfortunately computer-specifc, and so need to be remade every time this project is cloned locally.
If the uid is incorrect, then a filepath fallback is used.
problem
One of the times I cloned this project locally, it ran unusually slow. After the uids were rebuilt, the project was noticeably faster. I did not do a proper test, so something else may have happened, but this is still worth a look.
Testing
I imagine you could just manually edit all the uids in scene to be wrong and see if it runs slower
The text was updated successfully, but these errors were encountered: