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Nested Prefabs

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FractalCore:
Has anyone tried one of the two Nested Prefab plugins on the Asset store (or know of any others). They're both a bit pricey but I'm definitely buying one. I really need nested prefab functionailty. If there was only one it would be an easy choice.


Nested Prefab $35

http://u3d.as/content/bento-studio/nested-prefab/2Jz

The cheaper one. But also more complex. You save the prefabs as some other kind of prefab file. No reviews, and couldn't find a forum post about it. But it seems to be VERY well documented.


Prefabs in Prefabs $45

http://u3d.as/content/databox-games/prefabs-in-prefabs-plugin/2Px

http://forum.unity3d.com/threads/131685-Prefabs-in-Prefabs-plugin-available-now-at-the-Asset-Store

More expensive, but easier. It simply lets you drop prefabs inside prefabs and just works... However, in the Unity forum the last several posts are about it running slow or throwing up errors, and the author hasn't replied.


Has anyone here had a go and could recommend one.

My use would be to really thrash it. I need it to perform as well as the regular prefabs do already. And, obviously it should play well with Playmaker.

jeanfabre:
Hi,

 Is Unity 4 not coming up with nested prefabs? According to Aren Mook it has:
http://www.tasharen.com/forum/index.php?topic=2014.0

but I haven't really found any documentation on that..

bye,

 Jean

FractalCore:
Yeah I found the part of the big presentation video where the guy on stage mentioned it (right before the big Unity GUI demonstration). What Unity 4 does with prefabs looks pretty good. But I also heard it doesn't have nesting until a later 4.x update. Either way I'm not interested in Unity 4 until it gets some more useful features. I don't mind splashing out on a solution now. Maybe I should flip a coin.

jeanfabre:
Hi,

 yeah... difficult choice...

What's your exact need for nested prefab?

bye,

 Jean

FractalCore:
At the moment I'm experimenting with environments.

In a perfect world I'd have a prefab of a chunk of land. Inside that is a whole lot of tree and grass prefabs with their own LOD settings. Being prefabs I could change anything about them at any time.

Currently in Unity, I can either have all the prefabs as children under the chunk of land that's NOT a prefab. This means I can't instantiate it using Playmaker at run time. OR I can have my instantiatable land but all the trees and grass are locked in and can't be changed accept one at a time.

All my experiments keep leading back to "if only I could have prefabs inside prefabs".

Right now I have a square km of land. 25 200x200m separate landscape objects exported out of max. I used Max's tools to spread around over 3000 tree and grass objects for each landscape. Got them into Unity and used an editor script I found to replace all of those with their prefab version (very cool). But now they have to have that connection broken, which is sad. I use Playmaker to create a get distance to player system that either creates or destroys the thousands of foliage objects based on distance. That plus turning on the static batching seems to work perfectly, so I can create my own terrain system.

And this is why, if I try one of these plugins out, it has to be fast.

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