>>321522548
I don't think they've published the prefab anywhere, after poking around the author's twitter page a bit; you'd probably have to join their d*scord and learn moon to find out how it works and if they'd sell it to you for your own map.

Recently, I did discover you can work around one limitation of udon networking, where normally, if you have too many separate udon behaviors with synced variables on them (above ~20), udon will spam the logs with 'Death Run detected' and syncing bogs down. However, if you disable the gameobjects in the scene such that only ~20 are active in any given frame, udon's networking will only sync those active ones and stops spamming the logs. You can then scan across any other gameobjects and activate them (20 at a time) and get them to eventually sync. I suspect you might be able to do similar tricks with synced pickups to get them to work reliably in large numbers; only have the udon behavior enabled on ~20 in any given frame, and cycle through them.