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Ah, yes that is actually not allowed. I do believe the script compilation warns about this
That sounds really strange.
Can you file a bug report and share a small project that reproduces the issue
Try to reimport all your prefabs once all compile issues have been fixed
@Xarbrough A fix is being worked on
For variants the FileID is the
(FileID_of_PrefabInstance_in_variant ^ FileID_of_object_in_base_Prefab) & 0x7fffffffffffffff;
1) Yes is it possible to reference other assets from a ScriptedImporter.
2) As long as the names of the GameObjects you create are...
Yes, we believe we have a sorting bug. We will look into getting it fixed.
Ok, then what @Baste said is the way to do it
Can you please file a bug report with a small project that reproduces the issue
Do you want to continue editing the prefab from script but have it isolation or do you actually want to force the editor into Prefab...
Prefabs only store a reference plus some modifications in the scene.
15mb sounds like a lot for two prefabs. Can you share your scene? Preferably...
Sounds like you want to do object picking
Are you saying you use PrefabUtility.InstantiatePrefab in playmode or that you have ExecuteInEditMode scripts that modify the...
Imported fbx files are converted to immutable prefabs during the import process. Depending on what you need to change you have to do so in Blender.
We do exactly this and have been doing so since an early beta of 2018.3
Loading a scene from a previous version of unity and then saving it would...
Can you please file a bug report with a small project that reproduces the issue?
Seems like it is still being processed by QA
The latest 2018.3 should be shuffle free once all scenes and prefabs have been saved again.
We have changed the sorting of overrides and they should be stable now, but it does mean that you will see scene and prefabs were the...
GameObjects are baked out in the variant not the TreeData, this is baked into the base and referenced from the Variant.
And yes ProBuilder...