Bug Reporting > PlayMaker Bug Reporting

Improved prefabs

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Marc Saubion:
Hi.

As some of you may already know, Unity has finally release a massive improvement on the prefab workflow, allowing us to have prefabs within prefabs. This is available on the beta "2018.2b improved prefab".

I tried it these last few days and found an issue with Playmaker. With the new system we have a prefab mode, it's like having a new scene for prefab edition. Though playmaker will still allow editing of the FSMs from the project folder, before entering prefab mode: these modification won't work and the editor should be locked outside of prefab mode.

Thanks.

craigz:
Oye! :) from looking the prefab system it looks like this is universal thing right? So not just Playmaker FSM... that's going to take a few weeks to get rid of the muscle memory of just wanting to click on the prefab haha  :o

Thanks again for looking into this! :D

Marc Saubion:
It's a bit deeper than just muscle memory because you can make changes, have them work and then erase them without knowing it.

I checked and you can edit from selecting the prefab in the project folder, it will work. Until you make changes in prefab mode where you previous modifications don't exist. Then, prefab mode will override the FSM with these values and you will lose some of your work.

djaydino:
Hi.
If you guys are not already PlayMaker beta users maybe you should join :)

I don't know if Alex is already working on this, but if so it will 1st go in beta :)

You can Pm Alex or Jean to get access to PlayMaker Beta.

Fat Pug Studio:
Wait, i don't quite get this one, are you saying we should only edit the instance and then save it as a prefab or it won't work? Or the FSM's can be edited in project view without entering prefab mode but the changes won't be saved?

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