Unity how to unpack prefab


  • How to Use a Unity Prefab to Create Games Faster and More Efficiently
  • An introduction to Unity: Using Prefab for Batch Editing
  • Unity: Prefab nuances
  • Get a free moving quote & take the stress out of life's biggest moves
  • Let me know in the comments what you would like to know about! Build faster and better with advanced workflows and get a head start. What are overridden properties? Individual properties of a prefab instance can be overridden. The values of overridden properties will not be saved to the prefab asset and are unique for that single prefab instance. All other non-overridden properties will be updated with changes as usual. Besides properties, you can also add an entirely new component or child to the prefab.

    What can I use this for? You can use overridden properties to make small variations on prefabs that are unique for a prefab instance. Such as multiple instances with a different color. How to override a property In the Hierarchy Window, select a game object that is part of a prefab and change the value of a property to override it.

    The property will show with a bold label and a blue line on the left side in the Inspector, indicating that the property is overridden for that prefab instance. This can be done for any property on any Game Object in the hierarchy of the prefab, or any nested prefab. Overriding properties of a nested prefab You can also override a property of a nested prefab and save it in the parent of the nested prefab.

    If you do that, then the value of the overridden property will be applied to the parent of the nested prefab and will also be updated in all instances of that parent prefab. Meaning that it is no longer unique for a single prefab instance. But, because it is an overridden property, the value will not be applied to the original prefab asset of the nested prefab. The original prefab asset will keep its original value.

    This overridden value is unique for the parent prefab and all instances of the parent prefab. Or, in the Hierarchy window, you can select the root prefab.

    This can only be done for the root prefab, and not for other nested prefabs in the hierarchy. In Prefab Mode Alternatively, if you have not yet modified the value on the prefab instance, you can open the parent prefab that you want to save the value in in prefab mode. After opening prefab mode, override the property of the nested prefab by changing the value in the inspector and it will be automatically saved.

    A few exceptions The position and rotations of prefab instances are never applied to the original prefab asset and are always considered as overridden properties. For prefabs with a Rect Transform this includes the width, height, margins, anchors, and pivot.

    This is because it is most common to have all prefab instances at different positions and rotations within your scene. And it is almost never the case that you need all prefab instances at the exact same position in your game. Prefab Variants Permanently override properties with Prefab Variants in the next article. Or take another look at how to Nest Prefabs in the previous article. Get a head start Become an expert by reading more of our advanced guides and build beautiful high-quality games.

    Get a head start and receive knowledge directly to your inbox: Your thoughts Let us know what you think. If you have any feedback, ideas, or just something awesome to say. We would love to start a conversation with you: Level-Up.

    Hide the search overlay Unity: Prefab nuances This article covers what a Unity Prefab is and how I use them in more unusual ways from my everyday workflows. A prefab is a collection of gameobjects saved from the Unity scene, stored into the projects folder as an asset. Essentially a prefab is a mini Unity scene.

    This Asset can be exported with all its dependencies outside Unity into another Unity Project. I have found myself using this feature more than once. Its nicely packages the shaders, materials, meshes, textures and other dependencies too. Here are a couple of examples of my somewhat unusual approach to using Prefabs on a daily basis… 1. Prefabs have allowed me to be a little bit more creative submitting changes when working concurrently with a team member on a version control software.

    Sometimes checking in a scene to our server can get tricky if the scene file is already checked out by someone else. In such cases, I carry on making the changes I have made so far.

    Save my work as a temporary prefab. Get the latest when the scene is free again. Also, tricky if you are replacing a gameobject that is connected to another script or dependent on it. Those references will be lost and you ll end up with null reference errors! This will replace all dependencies the old gameobject had. I personally try to avoid this as much as I can. If any anything I can just use the temporary prefab gameobjects to copy paste my changes in the inspector.

    Keeping the same old gameobjects and all its connections. The next common use case of Prefabs I use, is in our symbols. In my last game most of our symbols were prefabs. These symbols were multiple gameobjects with meshes, sprite and particles. They would get cloned and show up multiple times on the screen.

    So making them prefabs was essential. It allowed us make a change to one gameobject, in return update all of them. This setup also helped me with optimizations. One of our symbols, was taking up a lot GPU power and I decided to test each part of the symbol.

    To do so, I had to clone the symbol multiple times and turn off one part in all the clones. Using a Prefab setup, this was easily achieved. Click and drag to make a Prefab. Apply or Revert to make changes. Editing the prefab will edit all its instances only if you click Apply. That means, Any time you make a change you must press Apply on the Prefab. Otherwise no other instances will be updated. This will cause an override. This also means breaking a prefab connection will not disconnect others.

    So, it is very important to remember the first instance of your prefab. Preferably only update that for future changes. This avoids overrides causing some instances not to update when you press apply on a prefab through an instance. Ideally always Applying through the Prefab Asset in the Projects Folder will not cause these weird cases.

    This becomes especially hard to manage when you have hundreds of Prefabs and you are not careful or aware of these little nuances. I have been told Unity has a visual difference to show the Prefabs that are instances and its overrides. To me the icon differences have been very confusing. Definitely check them out. Towards the end of the video the speaker talks about nested prefabs within nested prefabs within nested prefabs.

    One of our symbols, was taking up a lot GPU power and I decided to test each part of the symbol. To do so, I had to clone the symbol multiple times and turn off one part in all the clones. Using a Prefab setup, this was easily achieved. Click and drag to make a Prefab. Apply or Revert to make changes. Editing the prefab will edit all its instances only if you click Apply. That means, Any time you make a change you must press Apply on the Prefab.

    How to Use a Unity Prefab to Create Games Faster and More Efficiently

    Otherwise no other instances will be updated. This will cause an override. This also means breaking a prefab connection will not disconnect others. So, it is very important to remember the first instance of your prefab. Preferably only update that for future changes. This avoids overrides causing some instances not to update when you press apply on a prefab through an instance. Ideally always Applying through the Prefab Asset in the Projects Folder will not cause these weird cases.

    Nested Prefabs Nested prefabs are prefabs contained inside of other prefabs. Using a nested prefab gives you the ability to reuse smaller components throughout your game even when they are part of a larger GameObject you will reuse. They offer the same flexibility and usability as other prefabs. Nested prefabs can also contain prefabs.

    There is no limit to the number of prefabs that can be nested. An example of a nested prefab is a health bar. For multiplayer games where every player has a health bar, the health bar would be a prefab.

    A health bar that contains hearts, like the Legend of Zelda, would also contain multiple hearts. These hearts would also be prefabs.

    An introduction to Unity: Using Prefab for Batch Editing

    Every player would have a prefab health bar that contains prefab hearts. Now, if you wanted to change the hearts to skulls, you only have to open the heart prefab and change the sprite. Each player would receive the updated image without having to open each player or even open each heart in the health bar. What is a Prefab Variant A prefab variant is a prefab that contains a set of configurations that override the base prefab. For example, if you have an enemy that has a green spritefires a single rocket, and takes one hit to destroy.

    You need to make this enemy stronger at higher levels. This could be accomplished by making a new prefab with the needed configuration, but then if you had to change the base behavior you would have to do it in two places. Now, you can update the sprite to a red sprite with armor, have the enemy fire two rockets, and take ten damage to destroy.

    All of this without affecting the base prefab. Then, if you decide to change the projectile to an arrow, you only have to update the base prefab and the changes will be replicated to the other enemies.

    Unity: Prefab nuances

    How to Undo a Prefab You can undo a prefab by right-clicking the prefab in the hierarchy window and selecting Unpack Prefab. The GameObject with lose the prefab blue color and you will be free to make changes to the object without affecting other prefabs. However, it will no longer receive any updates you make to the prefab it was created from.

    If you want to remove a prefab completely, you can just delete the prefab from the project window. Any instances of that prefab in your game will still exist but will now be regular GameObjects.

    Thank you for stopping by. Also, leave a comment telling us what you liked or did not like about the tutorial.

    The values of overridden properties will not be saved to the prefab asset and are unique for that single prefab instance. All other non-overridden properties will be updated with changes as usual.

    Get a free moving quote & take the stress out of life's biggest moves

    Besides properties, you can also add an entirely new component or child to the prefab. What can I use this for? You can use overridden properties to make small variations on prefabs that are unique for a prefab instance. Such as multiple instances with a different color. How to override a property In the Hierarchy Window, select a game object that is part of a prefab and change the value of a property to override it.

    The property will show with a bold label and a blue line on the left side in the Inspector, indicating that the property is overridden for that prefab instance. This can be done for any property on any Game Object in the hierarchy of the prefab, or any nested prefab.

    Overriding properties of a nested prefab You can also override a property of a nested prefab and save it in the parent of the nested prefab. If you do that, then the value of the overridden property will be applied to the parent of the nested prefab and will also be updated in all instances of that parent prefab.


    thoughts on “Unity how to unpack prefab

    1. I can recommend to visit to you a site on which there are many articles on a theme interesting you.

    Leave a Reply

    Your email address will not be published. Required fields are marked *