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.
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.
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!!!
George Katsaros
Апрель 7, 2011 в 5:27 ппSimple. Clean. Perfect.
NinKenDo
Март 30, 2011 в 6:45 дпWow, excellent, I remember us talking about this in class last year Cam, cool to see you actually made it a reality by proxy =]
GeorgeR
Март 28, 2011 в 5:07 дпSame result for less clicks (no clicks!?). Awesome.
brad
Март 27, 2011 в 1:01 ппHere 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.
Matt
Март 26, 2011 в 6:37 дпAnother simple idea but a really nice improvement!
Joc
Март 26, 2011 в 4:43 дпIs this the sort of thing that users can implement too?
If so, a video tutorial of how you did it would be really nice.
stealthcold
Март 25, 2011 в 3:04 ппsimple and efficient!! Greaaaat!
Jordan
Март 25, 2011 в 2:02 ппThat’s really cool! I can’t wait to check it out!
Alonso
Март 25, 2011 в 1:58 ппExcellent, productivity++
mike
Март 25, 2011 в 12:07 ппThat 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.
Adams Immersive
Март 25, 2011 в 11:28 дпVery nice. Even better than how Flash handles this :) (Not saying a whole lot, necessarily.)
Codexus
Март 25, 2011 в 10:34 дпReally nice! I hate creating those empty prefabs.
Ahmad
Март 25, 2011 в 9:53 дп+1
TheLogan
Март 25, 2011 в 8:25 дпreally nice touch, small things like this make a huge difference!
Cameron Bonde (Vectrex)
Март 25, 2011 в 7:32 дпI also notice the ‘Gizmo setup’ tab ;) That’s one of my big annoyances, so here’s hoping for more dynamic view options for gizmos.
Jashan Chittesh
Март 25, 2011 в 6:58 дпThx 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!!!
Christopher von Bronsart
Март 25, 2011 в 6:06 дпkewl! god is in the details: does it work with multiple items?
Mo
Март 25, 2011 в 5:55 дпThat is actually a really great idea, making prefabs was always kind of clunky.
AquaGeneral
Март 25, 2011 в 5:53 дпVery nice!
Cameron Bonde (Vectrex)
Март 25, 2011 в 5:47 дпbtw, here is the post. I add to it now and then. Comments/improvements welcome
http://forum.unity3d.com/threads/51433-Small-efficiency-ideas
Cameron Bonde (Vectrex)
Март 25, 2011 в 5:42 дпHaha, 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 ;)