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NinjaCamp III: Quick Prefabs

March 25, 2011 in Demos, Tutorials and Tips, Tech by

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


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25 Mar 2011, 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 ;)

25 Mar 2011, 5:47 am

btw, here is the post. I add to it now and then. Comments/improvements welcome

25 Mar 2011, 5:53 am

Very nice!

25 Mar 2011, 5:55 am

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

Christopher von Bronsart
25 Mar 2011, 6:06 am

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

25 Mar 2011, 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!!!

25 Mar 2011, 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.

25 Mar 2011, 8:25 am

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

25 Mar 2011, 9:53 am


25 Mar 2011, 10:34 am

Really nice! I hate creating those empty prefabs.

Adams Immersive
25 Mar 2011, 11:28 am

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

25 Mar 2011, 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.

25 Mar 2011, 1:58 pm

Excellent, productivity++

25 Mar 2011, 2:02 pm

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

25 Mar 2011, 3:04 pm

simple and efficient!! Greaaaat!

26 Mar 2011, 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.

26 Mar 2011, 6:37 am

Another simple idea but a really nice improvement!

27 Mar 2011, 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.

28 Mar 2011, 5:07 am

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

30 Mar 2011, 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 =]

7 Apr 2011, 5:27 pm

Simple. Clean. Perfect.

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