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Nested Prefabs and Timelines Workflow

Discussion in 'Prefabs' started by Sprawl, Feb 7, 2019.

  1. Sprawl

    Sprawl

    Joined:
    Jan 19, 2014
    Posts:
    42
    There are currently a few issues that make modifying timeline really painful in nested prefabs.

    1. When inside the prefab editor window, the Game scene does not preview.
    This mean that the only way we found to preview a Timeline in the prefab window is lock the Playable Director object and select the camera to get a really small preview of the timeline.

    2. Overriding any parameter on the Playable Director instance (the "PlayOnAwake" for example) stops the bindings from being updated in the instance when they are modified in the Prefab.
    Shouldn't only the modified parameters not be updated ? If no changes were made to the bindings shouldn't modifying them in the prefab modify every instance ?

    3. Not being able to see the environment around the nested prefab while inside the prefab window mean we have to edit the timeline from outside the prefab window and then apply the changes.
    That makes it a lot more tedious and more error prone when it comes time to apply to the right prefabs.

    4. Not being able to drag and drop objects from one prefab to the other makes it hard when trying to add Timeline to existing scenes.
    We tend to add timelines after we create the scenes. Either because it wasn't planned to have a scripted sequence there or because it's two different people creating the scene and animating the sequence. This mean we often have to take objects from a scene prefab and move then into the timeline prefab, which we cannot do directly because we need to open the prefab window.


    Overall the nested prefabs are great but the current implementation makes the workflow a lot more tedious than it was.