Search Unity

  1. Unity 2019.1 is now released.
    Dismiss Notice

Forcing prefab instance to always apply changes to asset

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

  1. joshcamas

    joshcamas

    Joined:
    Jun 16, 2017
    Posts:
    587
    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?

    Josh
     
  2. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    3,414
    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.