Search Unity

  1. Unity 2019.1 beta is now available.
    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. We're looking for insight from anyone who has experience with game testing to help us better Unity. Take our survey here. If chosen to participate you'll be entered into a sweepstake to win an Amazon gift card.
    Dismiss Notice
  4. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  5. Unity 2018.3 is now released.
    Dismiss Notice
  6. 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. Lurking-Ninja


    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.