>>38983503That's what the anon was implying, but they gave no evidence and from what they're describing and what I know having used shit like Unity and Unreal for years, I'm pretty sure the faggot just didn't understand how a prefab works.
There are multiple Lillies, yes, but they're not all using a unique mesh and texture, they're all referencing the same mesh and the same texture as their model for that scene. It's not a "unique model" it's the same model with different variables on it for that given scene.
>>38983522Kinda?
Like, take how it is in Unity.
If I make a goomba, it's got it's an object with a mesh, texture, animations and some scripts to dictate it moving left and right and dying when hit by Mario while he's falling.
I make that goomba a prefab. It's now a file containing all that information. Now I can drag many goombas into the scene. All the Goombas will be the exact same and are all referencing the same mesh, texture and animation. When the scene loads, it only loads the prefab (model, texture, animation) once, then basically copy-pastes it many times as a way to save on load time.
Now say I make a new scene, put a goomba in and edit some values to make it move faster or whatever. That instance of the goomba is still using the same prefab as the rest, but it's got some different variable data on it for that instance alone. That goomba is still the same goomba as the others even though it's faster. It is still loading goomba.prefab, the game just knows that this instance of goomba has different stats.
The same thing is going on with the Lillies most likely. It's one Lillie prefab with a bunch of variable data for what animations to use, dialogue, position, etc. They drag it into any scene where Lillie will ever exist in and change those variables to dictate when she should appear and what she should say or do. If it's a point in the story where she shouldn't be there, then the model has a script to tell it to either delete or move itself