Timeline for Unity prefab functionality without files?
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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
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| 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 |