NinjaCamp III: Quick Prefabs

March 25, 2011 in Technology

Lucas has added a really nice, simple improvement, check out the video to see how it works:

 

Comments (21)

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  1. George Katsaros

    April 7, 2011 at 5:27 pm / 

    Simple. Clean. Perfect.

  2. NinKenDo

    March 30, 2011 at 6:45 am / 

    Wow, excellent, I remember us talking about this in class last year Cam, cool to see you actually made it a reality by proxy =]

  3. GeorgeR

    March 28, 2011 at 5:07 am / 

    Same result for less clicks (no clicks!?). Awesome.

  4. brad

    March 27, 2011 at 1:01 pm / 

    Here are a couple no-brainers in my book:
    1. Editing the full prefab hierarchy in the Project exactly as you can the prefab instance in the Hierarchy view. Basically a 1:1 relationship between prefabs in the Project and Hierarchy view. Makes much more sense to edit a prefab “base” in the Project which then propagates to instances in the scene. Having to instantiate a prefab to edit the base is really backwards, IMO.

    2. Nested Prefabs. Dear lord, nested prefabs.

  5. Matt

    March 26, 2011 at 6:37 am / 

    Another simple idea but a really nice improvement!

  6. Joc

    March 26, 2011 at 4:43 am / 

    Is this the sort of thing that users can implement too?
    If so, a video tutorial of how you did it would be really nice.

  7. stealthcold

    March 25, 2011 at 3:04 pm / 

    simple and efficient!! Greaaaat!

  8. Jordan

    March 25, 2011 at 2:02 pm / 

    That’s really cool! I can’t wait to check it out!

  9. Alonso

    March 25, 2011 at 1:58 pm / 

    Excellent, productivity++

  10. mike

    March 25, 2011 at 12:07 pm / 

    That looks really handy. It would also be nice if, when you dragged an script into the scene or the hierarchy, it would create an empty game object with that script attached.

  11. Adams Immersive

    March 25, 2011 at 11:28 am / 

    Very nice. Even better than how Flash handles this :) (Not saying a whole lot, necessarily.)

  12. Codexus

    March 25, 2011 at 10:34 am / 

    Really nice! I hate creating those empty prefabs.

  13. Ahmad

    March 25, 2011 at 9:53 am / 

    +1

  14. TheLogan

    March 25, 2011 at 8:25 am / 

    really nice touch, small things like this make a huge difference!

  15. Cameron Bonde (Vectrex)

    March 25, 2011 at 7:32 am / 

    I also notice the ‘Gizmo setup’ tab ;) That’s one of my big annoyances, so here’s hoping for more dynamic view options for gizmos.

  16. Jashan Chittesh

    March 25, 2011 at 6:58 am / 

    Thx to Cameron for the great idea – and thanks to Lucas for the implementation. It’s the “small and simple things” that I think really make the great difference when working with Unity. Awesome!!!

  17. Christopher von Bronsart

    March 25, 2011 at 6:06 am / 

    kewl! god is in the details: does it work with multiple items?

  18. Mo

    March 25, 2011 at 5:55 am / 

    That is actually a really great idea, making prefabs was always kind of clunky.

  19. AquaGeneral

    March 25, 2011 at 5:53 am / 

    Very nice!

  20. Cameron Bonde (Vectrex)

    March 25, 2011 at 5:47 am / 

    btw, here is the post. I add to it now and then. Comments/improvements welcome
    http://forum.unity3d.com/threads/51433-Small-efficiency-ideas

  21. Cameron Bonde (Vectrex)

    March 25, 2011 at 5:42 am / 

    Haha, wow, I never thought anyone read my massive lists. Thanks, that will definitely be a big time saver for me.

    ps Oh don’t you worry, I’ve got lots more to add since then ;)

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