But I understand that it's not perfect and there could still be issues, like an object is active in every level, but the ref object is in some sector. During gameplay the object is only used (events, ...) in one sector, so it would always use the correct ref object
Assume some level object has a sector dependent reference (different object per sector). If I load all n sectors, this pointer is unresolved - what sector would it use?
This never happens though, right?
I'm not sure, but if it does, it breaks everything.
It would have to be the same ID in every sector, so in every sector the object belonging to it must have the same ID, what if you remove an object and the IDs change?

I didn't get that

but two different sector dependent objects can have the same ID (so is the case with sector roots).
If we manage to convert it to a sector *independent* hierarchy, we can always convert it back (for original compatibility).
Also note that: since the editor is *LIVE*, and if all sectors are loaded, it's not just one sector that is receiving updates.
Do you not "bind" references? So when you load the level, do you convert the reference to a pointer to the corresponding object?
What exactly do you mean by reference?
the serialized object category, class and id
When loading an object, you read the type+id+instance id. Then, you resolve it.
I do, but I can't know to which sector it pertains.
and how does the game know which sector to load? maybe use that somehow
Because two different sector roots in different sectors have the same ID.
it loads one sector a time
ye, but how does it know *which one*
it starts with the initial one, and then if you enter sas boxes, it switches
you could so do something like a manager that has these sectors itterativly
I don't know what that means