# Lack of information about using dynamic prototype setting for collection factory

**URL:** <https://forum.defold.com/t/lack-of-information-about-using-dynamic-prototype-setting-for-collection-factory/75832>\
**Category:** Questions\
**Created:** [January 29, 2024, 9:40am UTC](https://forum.defold.com/t/lack-of-information-about-using-dynamic-prototype-setting-for-collection-factory/75832 "2024-01-29T09:40:28Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [January 29, 2024, 2:48pm UTC](https://forum.defold.com/t/lack-of-information-about-using-dynamic-prototype-setting-for-collection-factory/75832/5 "2024-01-29T14:48:21Z")

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Please, take a look at this old post about the Dynamic Prototype feature to make sure you use it in the way it was initially designed:

> [@Defold 1.4.3 BETA](https://forum.defold.com/t/defold-1-4-3-beta/72645/16):
>
> I wouldn’t recommend such usage of the feature. Our build system counts components in a world (the collection spawned using collection proxy). If some component’s count is static - then this collection will allocate this exact amount of memory, if some components are dynamic, then count will be taken from game.project. So, fo example: Collection (world spawned with collection proxy) -go --sprite --factory with `Dynamic Prototype` unchecked ----go ------label will allocate 1 sprite and labe…

Our build system builds only linked resources. If you never link the resource anywhere, it will not be built. A ‘linked resource’ in this case means being specified in a factory or in some other place specific to that resource. It’s not enough to be in the project folder.

If you want to have a few levels in your game, just create a few collection proxies (or collection factories).

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