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Unity prefab
Unity prefab




unity prefab

prefabs can be batched?īecause as far as I know, when I use. So how do you use it? Or did I misunderstand the whole concept of prefabs and only. I mean, those objects cannot be batched, right? So there wouldn't be any benefit in terms of performance.Īlso, I don't think anyone would want to build geometry in Unity internal to add polygons to a 3d-file. I mean, putting Unity-objects like lights into a prefab of a 3d-model. prefabs don't look for changes of the referenced meshes?Īnyway, I don't really see why you would do that. prefab into the scene, but after changing the original mesh, only the original in-scene prefab would update. I just tested dragging the in-scene prefab into the assets, which makes the spotlight a prefab, too. I'm pretty sure we are talking past each other, maybe because we use different workflows.īut I guess I know what you mean now. If I later went into 3ds max or Blender and updated the mesh for this object (only frame and door have meshes) I wouldn't want Unity to overwrite my entire prefab and delete Handle and Lock. Lock (a game object I manually created inside Unity) Handle (a game object I manually created inside Unity) Let's say that I inside Unity have modified my prefab so it looks like this: I think this is intentional to avoid ruining your work.

#UNITY PREFAB UPDATE#

Your problem is exactly what I was talking about.Īs long as you work on 1 mesh so that you only get 1 game object in the hierarchy for your prefab everything will update fine, but when you create multiple sub meshes which Unity creates multiple game objects from it doesn't update your prefab anymore. Unless Shushustorm knows of a fix I don't think there is a way. I don't think Unity wants to mess with your prefabs when you add or change submeshes inside your 3d application. This will trigger Unity to tell me that I'm losing the prefab connection, but as long as I overwrite my existing prefab in the prefabs folder when I'm done making changes to it all my existing prefab instances will be updated and it'll all be good. In this case I just add the new door mesh, which consists as both the door and the frame, to the scene and manually copy the changes I want to my existing prefab. I think this is because separate (sub) meshes inside Unity are represented as game objects and Unity doesn't want to mess with the hierarchy of your prefab. Now the prefab won't automatically update. I overwrite the model in Unity with this updated model. For instance I want it to consist of both a frame and a door as separate meshes. Any changes I do in 3ds max to this door mesh will automatically be reflected in my prefab.īut if I go into 3ds max and add another mesh to this model. I make a new prefab out of this in my prefabs folder.

unity prefab

I add this into my scene and I add a rigidbody and hingejoint to it and configure it how I like it. This model is just one mesh, the door itself. Say I have a door model I imported from 3ds max. The only thing I've found that doesn't automatically update is if you add more (sub) meshes to the mesh. Changing the mesh should automatically update any prefabs or prefab instances that are using the mesh.






Unity prefab