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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.
The text was updated successfully, but these errors were encountered:
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.
The text was updated successfully, but these errors were encountered: