Is there a way to do so? I don’t want to have to drag every single object into the scene, then back into the projects folder, then delete the scene object, then adjust the prefab, then replace it into the scene, for every single asset.
Or at least a way to create a prefab from a single asset manually without having to drag it around and screw with my projects folder?
I’m used to not even messing with prefabs, but seeing as how in order to multi edit objects I am now forced to use prefabs, it’s something I’ll have to do, but the implementation seems extremely inconvenient, and I thought the whole point of nested prefabs was convenience?
Why isn’t there a way to just select multiple objects, right click and hit “create prefab”?
General Discussion is not a support forum (it’s against the rules to ask for support here), please hit “Report” and ask to move it to a support forum. Editor and General Support for example.
Because 99% of the time people are carefully designing and tweaking their assets to reach the design goals they want instead of just shoveling assets from point A to point B.
so if i started the topic off with “wouldn’t it be nice if there was a way to” then it would fit here. seems like semantics really. and just because it would be convenient to automatically create a prefab upon import doesn’t mean you can’t sit around and design and tweak it afterwards. anyway, thanks for the information.
No, it’s not matter of semantics, since the General Discussion is about life as a Unity developer, interesting stories, how we do stuff, personal things, if you take the time actually look around you will see, this is not the support forum. Not even “if”.
Well, if you sit around and tweak, then it does not matter when you import the actual asset. You can do it one by one and tweak them BTW, we usually do that, since we don’t have everything right away, and we usually create staging projects or at least staging scenes to store, show, make available all of the assets for overview. Anyway, with the provided editor functions you can easily build your prefab conveyor belt. And you’re welcome.
Indeed, having unity do things automatically like described is only convenient for those few who would want to do it that way, and very inconvenient and annoying for those who don’t.
Hence the beauty of the editor scripting tools, as mentioned. You can add completely customize and tailor the flow to your needs. You can automate it, use a wizard, only check certain folders, add scripts, redirect output, rename, or whatever you need.