Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Let us know your feedback about the Global Illumination changes in the 2023.2 beta.
    Dismiss Notice
  3. Dismiss Notice

Issue with Advanced Additive Scenes with prefabs in Unity 5.0 b18

Discussion in 'Unity 5 Pre-order Beta' started by AdamKane, Jan 23, 2015.

  1. AdamKane

    AdamKane

    Joined:
    Dec 3, 2012
    Posts:
    134
    Hello,

    Our team of a half-dozen folks use the awesome Advanced Additive Scenes in order to collaborate within scenes without stepping on each other's work and getting merge conflicts in source control (Subversion).

    In the Unity 5.0 beta (we're currently on b18), we're having issues with any subscenes which contain prefabs. Unity either doesn't see them (if the prefabs are at the root of the subscene), or crashes to the Windows desktop (if the prefabs are anywhere other than the root of the hierarchy in the subscene).

    Is anyone else using the Advanced Additive Scenes asset and running into this issue? If so, have you found a workaround? Our team is hooked on using this great asset to help with collaboration and will be working with one hand tied behind our back if we can't use it and have to wait until the built-in Multiscene editing feature is released. :-(

    I've contacted the author, Jodon Karlik, but he says that he's only recently tested AAS with the Unity 5 beta and is seeing that the order of some editor callbacks have been changed and needs to look into it more.

    This is probably overkill, but here's a video walkthrough (5 mins) of reproducing the issue:



    Here's the excellent Advanced Additive Scenes:



    A simple test scene, where the red sphere and blue cylinder are in a subscene:



    Subscene in hierarchy:


    Note that subscene has no prefabs.

    Adding a prefab to the subscene:



    If the a prefab is at the root of the subscene hierarchy, those game objects no longer appear in the parent scene:



    If the prefab is anywhere other than the root of the subscene hierarchy, the next time the parent scene is opened, Unity crashes to the desktop:



    Bug report case#: 665842
    http://fogbugz.unity3d.com/default.asp?665842_ii1lb1uo02lodcul

    Any ideas?

    Thanks!
     
    Last edited: Jan 23, 2015
  2. llde_chris

    llde_chris

    Joined:
    Aug 13, 2009
    Posts:
    205
    Scenes with just one prefab at the root were problematic in earlier betas. You will want to rebuild scenes that have those.

    It's more likely to happen with AAS, especially if you edit the subscenes directly, but happens with a vanilla empty project with a simple prefab as well.

    AAS is quirky on our end too, though we think we've figured out most of the crash sources.
     
  3. Jodon

    Jodon

    Joined:
    Sep 12, 2010
    Posts:
    434
    The Unity Editor API has changed. You used to be able to differentiate between entering PlayMode and having PlayMode already started. You can no longer do that, so it's breaking the plug-in. I'm waiting to hear back from Unity for a fix, otherwise I have to hack around it (yet again).
     
  4. AdamKane

    AdamKane

    Joined:
    Dec 3, 2012
    Posts:
    134
    Thanks Jodon. We can work around it for now and will keep our ears to the ground for any updates.
     
  5. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Is not Unity working on adding an AdditiveScene feature into the Unity5 scene hierarchy panel?
     
  6. AdamKane

    AdamKane

    Joined:
    Dec 3, 2012
    Posts:
    134
    That's exactly right. It's being referred to as Multiscene Editing. It's slated for a 5.X release, so it may be a while. Looking forward to built-in support for this though!
     
  7. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    will be nice. sadly not to much help with my workflow. We use a single-empty-scene model for most game frameworks. Using C# to load and generate all assets at runtime.
     
  8. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,557
    The fix for this got into beta 18 build of Unity 5, but will be reverted in a future beta version, according to Unity QA.