EnhancedPrefab - Nested prefabs and models in prefabs

What is Enhanced Prefabs?

The power of nested prefabs in your hands.

Why I am working on it?

My major goal is to help increase the creative design by having the tool be as intuitive as possible.

I have seen some very vocal concerns about the state of prefabs recently. Also some complaints in regards to not being able to update models that have been put into prefabs. I have also have had a chance to work with some of the major prefab extensions on the unity store, and wasn’t satisfied by their setup or limitations. The were either limited in scope, cluttering your assets folder, or were just too easy to break.

So I am trying to bring both the vision of of continuous updating and the power of nested prefabs to Unity. By doing this I hope to help increase the easy of rapid prototyping by allowing the designers to block out the levels and let the artists bring their best work, all the while never having to make the programmers sweat worrying about how many scripts will get broken. Or maybe you just want to build a tower of prefabs, nothing should stop you now.

So I am announcing that anyone who wants to help test and give input on what you would think should be in a nested prefab, please send a message to enhancedprefabs@brendangm.com.

Looks nice. Any updates?

The problems of prefabs for me, is when you need to create a lot of them. It would be great to be able to create a prefab by just right clicking>>>create prefab when you have a mesh selected!

Vetrex: Yes, I updated the original post for easy visibility. Unfortunately for how long this vision has been in the works, things such as my day job and ideas gone bad have slowed it down. But I have started making progress again, and would like the communities input to help bring some extra polish.

indiegamemodels : It is definitely doable, as I said any input is welcome.

Nice, but… I think path to prefab is not so good way to solve problem of prefab dependency tracking… Better - asset GUID that you can get from AssetDatabase.AssetPathToGUID…

I trying to solve Prefab Nesting problem too… Check this post about my Nested prefab implementation, it’s also allow to inherit prefabs…
http://forum.unity3d.com/threads/236719-Prefab-Evolution-Plugin