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Unity 4.5: SelectionBase and Prefabs

Discussion in 'Editor & General Support' started by xpation, Jun 11, 2014.

  1. xpation

    xpation

    Joined:
    Mar 8, 2013
    Posts:
    9
    So it seems like in the current Unity 4.5 implementation, SelectionBase does what is advertised but Prefabs still take precedence.

    So if you have this:
    - NPC
    -- NPCAssetPrefab

    Where NPC is the SelectionBase, clicking on the NPC still results in your selection ending up at NPCAssetPrefab rather than at NPC.

    This is a very common pattern that many use, to have an empty GameObject with just game logic, and have the asset with all the animations etc nested under it.

    The way SelectionBase is implemented now, it can't really be used on any kind of sizeable project where your child objects are naturally prefabs/assets and not just a bunch of demo cubes and spheres.

    Filed bug: 613124
     
    Last edited: Jun 11, 2014
  2. Seith

    Seith

    Joined:
    Nov 3, 2012
    Posts:
    755
  3. Fido789

    Fido789

    Joined:
    Feb 26, 2013
    Posts:
    343
    Yeah, it is very annoying. I have an empty parent GO with a child prefab and there is no way for me to select this GO form within a scene view. SelectionBase attribute should have precedence over prefab.