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[50% SALE] Multi-Prefabs Creation tool for Unity

Discussion in 'Assets and Asset Store' started by DAh-Right, Aug 7, 2015.

  1. DAh-Right

    DAh-Right

    Joined:
    Mar 9, 2015
    Posts:
    28

    "Mult-Prefabs Creation tool" is an editor extension that adds several often used functions for automatize creation of tons prefabs:

    - Create prefabs from current hierarchy.
    - Create prefabs from selection.
    - Overwrite transform component for new prefabs.

    - Compatible with Unity 4 and Unity 5









     
  2. Em-de-Nem

    Em-de-Nem

    Joined:
    Mar 19, 2013
    Posts:
    104
    Hello, it seems it has a serious bug.
    Example:

    I have 10 premade prefabs (made in the classic way).
    I put them to a scene, save the scene.
    I want to update these prefabs with the multi-prefab creator in this way:
    1. I import the new fbx files for the 10 prefab
    2. Drag them to hierarchy
    3. Use the addon (owerwrite former prefabs)

    Result: my former prefabs disappear in the scene hierarchy (got new positions).
    I just lost like 20 hours of work....not happy at all.

    Could you take a look on it? Thanks.
     
  3. DAh-Right

    DAh-Right

    Joined:
    Mar 9, 2015
    Posts:
    28
    1. This is "CREATION", not "Update" and not "Replace" but "OVERWRITING" tool.

    2. Unity binds objects by GUID instead of names.
    When you place an object in the scene, it generates a new GUID.
    When you replace stored Prefab file it will replace and it`s guid. All NEW components are tied To the new GUID. In order to keep the connection you want to use the "APPLY" button (prefab section of your "Inspector" tab) after change the original object.

    3. You need use something like this : https://www.assetstore.unity3d.com/en/#!/content/21655

    4. We will add additional "BIG RED CAUTION MESSAGE" in this utility.
     
  4. Em-de-Nem

    Em-de-Nem

    Joined:
    Mar 19, 2013
    Posts:
    104
    Thanks. I see so much potential in this addon with solving it (to be honest I would pay for a PRO version).

    1. 'This is "CREATION", not "Update" and not "Replace" but "OVERWRITING" tool.'

    This is something I don't get as it has an overwriting option. See it this way: when I update the FBX file, I replace the mesh behind a prefab and it never caused any problem for me in the past (GUID was untouched). Also I several times replaced a prefab in the Project Window with a new gameobject from Hierarchy with simple dragging the new gameobject to the old prefab in project view; no coordinates, etc. has been affected _IN THE SCENE hierarchy_ as in the scene coordinates are independent from prefab coordinates (I could have a prefab on. 1,1,1 coordinates while it is on 2,2,2, in the scene. If I replace the prefab, nothing happens with the coordinates (manual way). So I think if it is possible to replace a prefab in the project window with a gameobject.

    Isn't it possible to handle this way? I mean real life workflows need this operation for prefab creation; simple gameobject replacement tools are not so handy when we have to replace hundreds of different gameobjects and their copies, while it is a common workflow to use 'dummy' or 'draft' versions of prefabs for scene creation.

    The addon is capable to check if there is any existing prefabs with the same name in the selected directory; isn't it possible replacing them with keeping the GUID like it happens during manual replacement?

    Thanks.
     
  5. DAh-Right

    DAh-Right

    Joined:
    Mar 9, 2015
    Posts:
    28
    We add this functional into 1.6a version of this tool. Now this tool is under review. If you need new version now, please send you invoice ID at dazbjax.unity@mail.ru, we will send you new version.

    1. You need manually check both ["OVERWRITE existing"] and ["REPLACE prefabs by name"].
    2. Replacing prefabs does NOT CAHANGE CONNECTION SATUS for replaced prefabs (It`s impossible without regenerating GUID for prefabs), but generate new connection for new CREATED(if not existed) prefabs.
     
    Em-de-Nem likes this.
  6. Em-de-Nem

    Em-de-Nem

    Joined:
    Mar 19, 2013
    Posts:
    104
    That is a great news, thanks. I send the ID soon, I hope it will solve my problem.