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Jan 10, 2018 at 17:46 vote accept Raphael Schmitz
Jan 10, 2018 at 17:46 comment added Raphael Schmitz This is not what I wanted to hear, but it seems like the currently best way to achieve the target, so I'm marking this as the answer.
Jan 9, 2018 at 16:03 comment added DMGregory I've included an example above that shows one way to avoid this type of misuse structurally. You could even eject your pseudo-prefab to a completely separate scene at startup, so that no stray iterations anywhere in your scene could catch it by accident.
Jan 9, 2018 at 16:01 history edited DMGregory CC BY-SA 3.0
Adding example script for managing prefab behaviour
Jan 9, 2018 at 10:58 comment added Raphael Schmitz Most list updates are destroying every list item and respawning them. I normally loop through the transform children and destroy them. The way you described, I would always need to make sure not to delete the template somehow. Which is possible with a reference, but then I have more points of failure than with a prefab. That is one of the reasons why I'd prefer a field-only GameObject blueprint.
Jan 8, 2018 at 18:57 history answered DMGregory CC BY-SA 3.0