title: Mass-Replacing Objects using Unity's label tags?
body: <p>Im currently working on an exercise, for which I want to create a technical design documentation.</p>
  
  <p>Therefore, I need to evaluate possible solutions to a bunch of problems coming with my fictional project.</p>
  
  <p>Here's a quick glance at the exercise:</p>
  
  <p>The game's art &amp; core game design are split up very harshly - basically, the core system, game mechanics and design are created to be very abstract, in order to allow them to work with a very wide variety of art settings. Also, one of the restrictions is to re-use as many assets, levels &amp; designs as possible.</p>
  
  <p>Now to my question:</p>
  
  <p>I want the level designers to create levels using "template" objects (object which have all the technical features that are required, ie slots for attachments, correct scale, textures etc) and later replace these objects with set of assets I receive from my outsourcer.</p>
  
  <p>Since I dont want to manually replace all objects whenever I get a new set of assets, this is what I wanted to do:</p>
  
  <p>Each template object gets a descriptive label, and each asset delivered by the outsourcer needs to have the exact same label name as its corresponding template-counterpart stored in it as well (for example as a custom attribute, a channel, or simply in its name).</p>
  
  <p>I now want to replace all templates with the related asset using a script.</p>
  
  <p>This would be done for each set of assets. I would also keep several deployments of my engine, one per set, but initially, they'd all start out with the templates that need to be replaced (since there will need to be some modifications for each setting, both visually and from a game design perspective, keeping all assets in one trunk/project didn't make any sense to me).</p>
  
  <p>To make this easier i'd use a "database" of some sorts (probably a simple dictionary which the engine script could query and which would be filled out beforehand by another script upon delivery of new assets?).</p>
  
  <p>My question is: is this possible? If yes, how difficult would this be from a programmers perspective? I have only limited knowledge in this field, so I'd love to hear what you lads &amp; ladies think about this.</p>
  
  <p>Also (very important) - do you know of a better way to achieve this "replacability" of assets? Or simply have an easier way to achieve what I want to do? I appreciate any feedback! Thank you!</p>
  
  <p>quick edit: This would not only be applied to 3d Objects; textures would also need to be replaced, obviously</p>