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


21 replies on “NinjaCamp III: Quick Prefabs”

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

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.

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.

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.

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

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.

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!!!

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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