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!!!
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.
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.
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
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
5:53 am
Very nice!
5:55 am
That is actually a really great idea, making prefabs was always kind of clunky.
6:06 am
kewl! god is in the details: does it work with multiple items?
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!!!
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.
8:25 am
really nice touch, small things like this make a huge difference!
9:53 am
+1
10:34 am
Really nice! I hate creating those empty prefabs.
11:28 am
Very nice. Even better than how Flash handles this
(Not saying a whole lot, necessarily.)
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.
1:58 pm
Excellent, productivity++
2:02 pm
That’s really cool! I can’t wait to check it out!
3:04 pm
simple and efficient!! Greaaaat!
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.
6:37 am
Another simple idea but a really nice improvement!
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.
5:07 am
Same result for less clicks (no clicks!?). Awesome.
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 =]
5:27 pm
Simple. Clean. Perfect.