Currently, our artists are running into an annoying problem with nested prefabs in their UI’s.
The situation is like this:
Scene > UI Controller > Main Menu > Coin Counter
They are fixing something that did not look right about the coin counter. It looks all nice now. And then they go to the scene view, and it suddenly looks all broken, and they do not know why.
What happened is that someone somehow somewhere by accident overwrote some of the transform values in one of the parents (scene, UI controller, or main menu) and they have no way to find that out easily either.
Current workflow forces you to go up levels 1 by 1, and see which thing is overwriting these specific values, if you even know where to look in the first place.
If i were to to recreate this example from a scene view perspective it would look like this:
Normal view in scene:
Overwriting the value in scene:
Right click after altering the value, allows me to overwrite to any of the 3 prefabs or revert the value:
I applied it to the main menu prefab for the test:
Co-workers are now in a state where they have to go on a fetch quest to see who messed with their values, and right click and this UI now shows us nothing to tell us that something even changed as opposed to the first screenshot.
My suggestion would be one of two to fix this:
A) Right clicking this value from any level (scene or prefab/nested) would show “Component defined in CoinPrefab”, “Component overwritten in MainMenu” for their lower levels, to inform the user that changes happened to this prefab on separate levels and where to look for them. If this was the right click menu that showed it, make the menu clickable so we can directly move to said overwritten version inside whatever prefab it may be.
B) Make some sort of information window we can open to have an overview listing these overwrites in more detail for whatever selected prefab and it’s nested children. But i imagine this being even harder and not adding all that much more information to the user.
Let me know what you think, and if this is intended design by unity or not. I personally find this a really frustrating and confusing workflow as it is currently set up. Mainly because all the hints disappear the moment that a value is applied.