Search Unity

New Prefab workflows got worse. (Unity 2018.3)

Discussion in 'General Discussion' started by JakartaIlI, Dec 17, 2018.

  1. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,485
    Which of the new stuff that has been released (Out of preview) has been poorly tutorialized or has bad documentation? Genuinely curious. :)
     
  2. Migrating an existing hacked-together project to the new Prefab system when you can't mass-edit your Prefabs in the scene. Which would mean you need to establish the proper workflow and move every single Prefab into the new system with proper override-structure. I see their point, but I think they either should not update to the new version or plan with the new workflow and move their Prefabs. They would have an easier time in the future with the proper prefab-hierarchy.
     
  3. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    hmm let me see.. the 3.4 physics stuff as shown here https://blogs.unity3d.com/2018/11/12/physics-changes-in-unity-2018-3-beta/ ... multiscene physics, trying to go through and get it all working without an example was off putting, the example image showing it working on a pool table would have been a good example for many use cases.

    Not the first time unity has released a 201x.x update without an example asset to demonstrate new features.
     
  4. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    I don't even check the documentation out of habbit of assuming it probably isn't there, updated or any good. Sorry but years of asking for improvements to the documentation have ceased to materialize, its not that it's bad its just not always that good either, neither does it support user comments wherein it could actually be good.
     
  5. llJIMBOBll

    llJIMBOBll

    Joined:
    Aug 23, 2014
    Posts:
    578
    I would say for me the new prefab system is far worse and requires more clicks more time to adjust a prefab. nested prefabs should be an option and not forced on by default. for me this takes more time to do simple things then it would before in previous versions. this is such a big change to workflows. cheers
     
    ThaiCat and protopop like this.
  6. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I'm betting they'll just add the old functionality so the cake everyone has can be eaten too.
     
  7. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    10,151
    God I hope not. That'd make the asset store a mess going forward.
     
    hippocoder likes this.
  8. BrandStone

    BrandStone

    Joined:
    Jul 21, 2014
    Posts:
    79
    For me the new prefab workflow is awesome. I can finally work on them in isolation. Did more work in 2 days that I did in two months.

    Previously I had to drag UI assets into containers, be very careful on not applying them to other prefabs, etc.

    I know it’s more clicks but it’s safer and quicker in the long term IMHO.
     
    yoonitee likes this.
  9. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,620
    I've used it a bunch now, and I'm very much on the thumbs-up side of the fence. There are definitely some inconveniences for parts of our workflow which are based on the old system, but nothing that's too bad. Definitely outweighed by the benefits, and that'll be even more the case as we start designing new workflows around the new system.

    I definitely agree here.
     
    ASymShade likes this.
  10. Flurgle

    Flurgle

    Joined:
    May 16, 2016
    Posts:
    389
    Not sure this has been said, but here's a little trick:

    You can replace a prefab with another prefab by dragging one from the project tab into the another one in the hierarchy, while holding down alt on the keyboard.