Search Unity

  1. Unity 2018.3 is now released.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Want more efficiency in your development work? Sign up to receive weekly tech and creative know-how from Unity experts.
    Dismiss Notice
  4. Build games and experiences that can load instantly and without install. Explore the Project Tiny Preview today!
    Dismiss Notice
  5. Nominations have been announced for this years Unity Awards. Celebrate the wonderful projects made by your peers this year and get voting! Vote here!
    Dismiss Notice
  6. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  7. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

Forcing prefab instance to always apply changes to asset

Discussion in 'Scripting' started by joshcamas, Dec 8, 2018.

  1. joshcamas


    Jun 16, 2017
    Hello friends

    From what I can gather, the idea of the new workflow for 2018.3 for large worlds involves splitting the world into many prefabs, then loading these prefab chunks during runtime

    If so, I'm thinking it would make sense to probably not save a "master scene" at all - instead, save the modifications to the prefab chunk to the actual asset, then during runtime instantiate that asset whenever it desires

    However, I'm not sure that this is very easy to handle, since I can't find a way to hook onto when a scene is saved in the editor.

    Any thoughts?

  2. LurkingNinjaDev


    Jan 20, 2015
    I don't really understand what you're trying to do, when you hit CTRL-S it saves everything. Prefabs included.

    But you have the OnWillSaveAssets callback if you need it.