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Prefab mode - merge conflict resolution?

Discussion in 'Prefabs' started by IC_, Apr 2, 2019.

  1. IC_

    IC_

    Joined:
    Jan 27, 2016
    Posts:
    64
    Why doesn't unity have such feature. I know that I can merge scenes in that mode, but why not prefabs?
     
  2. runevision

    runevision

    Joined:
    Nov 28, 2007
    Posts:
    1,892
  3. IC_

    IC_

    Joined:
    Jan 27, 2016
    Posts:
    64
    Smart merge will allow you only see the changes in YAML form. I'm talking about visualization of conflicting GOs inside unity with highlighting conflicting places of hierarchy with red name. Consider next possible cases:
    Branch A (MyPrefab):
    - "RootObject"
    -- "SomeGameObject"
    --- "Child"
    =======================
    Branch A (MyPrefab):
    - "RootObject"
    -- "SomeGameObject"
    --- "ChildRenamed"
    =======================
    Merge conflct (MyPrefab_Conflict_A_B):
    - "RootObject" (Same)
    -- "SomeGameObject" (Same)
    --- "Child" (Conflict - Renamed)
    |
    | Click
    V

    ============================================
    | (*) [x] "Child" [x] static |
    | Tag [Untagged] Layer [Default] |
    | Prefab [Open][Select] [Overrides v] |
    | |
    | Conflict: "Renamed" |
    | |
    | Local: Name - "Child" [Apply] |
    | Remote: Name - "ChildRenamed" [Apply] |
    | |
    | |
    ============================================

    Or if conflict is from A removed component "MyComponent" on Child and in B this component has been changed:

    =========================================================
    | (*) [x] "Child" [x] static |
    | Tag [Untagged] Layer [Default] |
    | Prefab [Open][Select] [Overrides v] |
    | |
    | Conflict: "Component A(Deleted)/B(Changed" |
    | |
    | Local: "MyComponent" (Deleted) [Apply] |
    | Remote: "MyComponent" (Show Component view) [Apply] |
    | |
    | |
    =========================================================
     
  4. runevision

    runevision

    Joined:
    Nov 28, 2007
    Posts:
    1,892
    When you say:
    What mode are you referring to? I may not be aware of the feature you're talking about; can you refer me to the documentation for it or similar?
     
  5. unity_4GD_iapFnZkAbw

    unity_4GD_iapFnZkAbw

    Joined:
    Jan 20, 2020
    Posts:
    1
    I get prefab conflicts all the time. There is never any conflict markers, so I don't think there is actually a conflict. I just have to discard the work and re-do it, making doing anything about 10x slower than it should be