![]() Nested Prefabs and Prefab Variants added in 2018.This page guides developers with experience in Unity UI (User Interface) Allows a user to interact with your application. Prefab editing environment settings in the Editor Project SettingsĢ018–07–31 Page published with limited editorial review “non-UI” Prefabs are those which have a regular Transform component. UI prefabs are those Prefabs that have a Rect Transform component on the root, rather than a regular Transform component. Use the Regular Environment setting for “non-UI” Prefabs, and the UI Environment setting for UI Prefabs. To set a Scene as the editing environment, open the Editor window (top menu: Edit > Project Settings, then select the Editor category) and go to the Prefab Editing Environment section. This is to allow you to focus on editing your Prefab without accidently selecting other unrelated objects, and without having a cluttered Hierarchy window. The objects in the Scene that you assign as the editing environment are not selectable when in Prefab Mode, nor will they show in the Hierarchy. This can be useful for seeing how your Prefab looks against typical scenery in your game. You can assign a Scene as an editing environment to Prefab Mode, which allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene. If editing a Prefab in Prefab Mode seems slow, turning off Auto Save may help. In this case, you are asked if you want to save unsaved changes or not when you go out of Prefab Mode for the current Prefab. If you want to make changes without automatically saving those changes to the Preset Asset, turn Auto Save off. The Auto Save toggle in the upper right corner of the Scene View in Prefab Mode When it is enabled, any changes that you make to a Prefab are automatically saved to the Prefab Asset. Prefab Mode has an Auto Save setting in the top right corner of the Scene View. The back arrow in the header bar of the Hierarchy window, visible when in Prefab Mode You can use the back arrow in the header bar to navigate back one step, which is equivalent to clicking the previous breadcrumb in the breadcrumb bar in the Scene View. The breadcrumb bar at the top of the Scene view, visible when in Prefab ModeĪdditionally, the Hierarchy window displays a Prefab header bar at the top which shows the currently open Prefab. Use the breadcrumb bar to navigate back to the main Scenes or other Prefab Assets that you might have opened. The rightmost entry is the currently open Prefab. In Prefab Mode, the Scene View displays a breadcrumb bar at the top. The Scene View and Hierarchy in Prefab Mode See in Glossary - it doesn’t have the blue Prefab instances icon. A GameObject’s functionality is defined by the Components attached to it. Here, the root of the Prefab is a regular GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]() See in Glossary and the Hierarchy window show only the contents of that Prefab. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. The arrow button next to a Prefab in the Hierarchy windowĮntering Prefab Mode makes the Scene View An interactive view into the world you are creating. Clicking the “Open” button in the Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values.Using the arrow button next to the Prefab in the Hierarchy window.Double-clicking it in the Project window.There are many ways to begin editing a Prefab in Prefab Mode, including: Changes you make in Prefab Mode affect all instances of that Prefab. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Prefab Mode allows you to view and edit the contents of the Prefab Asset in isolation, separately from any other objects in your Scene A Scene contains the environments and menus of your game. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. See in Glossary Asset Any media or data that can be used in your game or Project. The prefab acts as a template from which you can create new object instances in the scene. To edit a Prefab An asset type that allows you to store a GameObject complete with components and properties.
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