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Prefab Apply BUG ALERT!!

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Alex Chouls:
We've recently found an issue with Prefab Apply corrupting FSM data. We're working to get a fix out asap.

Here's a summary of the problem:

If you have multiple prefab instances in a scene, and you override events or variables in actions on those instances, then hit Apply to apply those changes to the prefab, other instances of that prefab can get corrupted. Specifically, action fields that were overridden in other instances can get corrupted. Unfortunately you have to fix those fields manually (or Revert to the prefab).

But until we get the fix out, it's best to avoid Prefab Apply and overriding of individual action fields in prefab instance. Instead expose variables in the inspector and override those.

The problem stems from the way Unity figures out the differences between a prefab and its instances. It just doesn't work well with low level changes to the FSM graph and actions. In fact the fix may well be to disallow low level changes to the graph in prefab instances. Or changes to the graph will mark the whole graph as modified. Basically to prevent Unity from trying to resolve differences between the prefab and the instance.

Anyway, I hope that makes sense! Please ask questions if it's not clear.

I'm really sorry for the problems this has caused, it really sucks when a project breaks and you don't know why! We're working to get a fix out asap.

EDIT: The fix is currently in beta, just needs a little more testing...

saxton:
Any more updates available on when a fix will be ready?

Alex Chouls:
The fix didn't quite make it into the last update, it needs more testing. Hopefully next week...

saxton:
OK, great, thanks...waiting for it anxiously.

saxton:
Is an update available yet to fix this problem?

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