NEW Unity Prefab Workflow - How to use Nested Prefabs

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Learn how to use the new nested prefabs with space ship examples. We'll go through the new unity prefab workflow, crease some prefabs, make them children of other prefabs, revert, apply, nest again, and more!

This new nested prefab workflow can make a huge difference in your projects, and in this video I wanted to give a couple examples of how you could use them to simplify and componentize your prefab workflow.

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Hey look at that, new profile picture. Looks great mate. Thanks for the video!

marcusotter
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Hey!, thank you really, I was all messed up and confused... mixing nested prefabs with variants without knowing and getting orange fudge instead of lemon pie ; I was really frustrated with this thing

but now I'm chill. thanks my man :)

spiral
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Happy Christmas Jason! Thanks for the video.
There's one thing about this update that's a little awkward: I think the prefab's properties should still show in the inspector without having to click on the "Open Prefab", so you can make one quick change without having to switch your views; hopefully they fix that.
Other than that, the new prefab system is really cool, and it was interesting to see the different ways you can utilise them.

Kramlets
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For the Gun & engine placement... I would have used the old non-prefab gameobjects as placement nodes. Select all 4 of them, delete all the components attached to them but keeping their translation info. Then just drag and drop the new weapon (or engine) prefab into the (now) empty placement node. Since it's a modular ship, it'd then be easy to swap out new prefabs or prefab variants into the same location.

Also a simple suggestion for future recordings: Lower the size of the 3d gizmos... the default size for them is too large, and when you start adding in particles and what not on top of each other, it's hard to see the main object. Go to the Gizmos dropdown on the top right of the Scene panel and just lower the 3D gizmos slider down a bit. I personally just turn them off, but since you're a tutorial and info channel, at least lowering their size so they don't block everything would be nice.

_Markles
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Your videos are gold! Keep them coming.

jonathanmatthews
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Absolutely awesome! This channel and Brackeys are my favorite!

johngrey
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I really enjoy using Prefab Variants :)

NiclasGleesborg
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I love this video! Nesting prefab is a complex task and here there it is a pretty good explanation. Do we need to back the prefab via a script on awake and convert it into a normal game object to gain performance somehow?

SoaringSimulator
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Jason could you make a video on the flyweight pattern? Also happy new year XD

gladiumcaeli
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Nice video. Did you know you can make the gizmos smaller?

benjamin_outram
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4:34 Quickie: couldn't you have drag and dropped a weapon subobject from the prefab in prefab mode to create a prefab of weapon?

You'd still have to drag and drop the weapon prefab three more times in the ship prefab but just a quick question I had.

Nice example video though! Way less disorienting than some, including official Unity ones...

ZoidbergForPresident
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Feels like there should be a menu option when right clicking objects either in scene view or when editing a prefab to "Replace with Prefab"

snook
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To align the position of objects you're replacing, the fastest way is to child them, reset the transform component and unparent.

Aladato
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Bit if i want to do composition in unity... I should use a Input Manager that tell to an Attack Controller script (attached to my player game object)(that is useful for doing something, like a control of mana before casting...) to use the function called "Cast Spell" in the script that "derives" from interface ISpell?

sconosciutosconosciuto
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help i am doing same thing by making copy and placing in different positions i am making bouncing platform it has animation of compression but all animation is coming from one place where i made this animation it is still in its in original place ... how can i fix it ???
i want to use it in my scene in different positions

spcstudios
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Fyi: When i want that a gameobject has the same transformdata like another one, i put the new gameobject as child under that gameobject which transform i want, reset that gameobject, pull it out on the same level like as the paranted one and remove the parent. :) so i guess this is the fastest way to do that :)

gabrielwhite
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I'm really not a fan of being unable to edit multiple prefabs, having to click twice to open, and being forced into a different scene just to edit a prefab.

sickre
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Thank you. Now I remember why I moved to Godot.

david_peter
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i've been away for long time from youtube...but what's up with the beard =)

teemuleppa
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I really like and thank your tutorials, but .. really, your face bothers me and distracts me from the project.. not because I think you are awesome, but because to see a talking head is distracting. by the way, it hides all the important menu behind. Being serios, Its lot more pro just hear a voice so you can focus on the screen, without distracting elements. I repete, nice tutorials.

adriasc