New Prefab workflows got worse. (Unity 2018.3)

Now I can’t put my prefab right in the scene.
(Need to do another bunch of prefab from the scene to add something to an existing prefab without destroying it).
I cannot add objects to a blend file in a scene.
Perhaps this system is very convenient in some cases, but after the update I felt only restrictions.

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When you drag something into a prefab in the scene, click on the top level of the prefab, click the inspector dropdown that says “overrides” and hit apply. This not only makes it easier to update all prefabs in a scene, but also makes it harder to destructively alter your prefabs.

I’m also feeling the restrictions too, though managed to figure out a workflow (with added steps)

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I would LOVE if they added a scene level option to disable independent prefab adjustments, meaning if i make an adjustment to something, it would automatically affect the prefab as if i was in the prefab edit mode in the given scene. I understand that for individual level creation is it important that scaling and position doesn’t update globally, but for the purposes of tuning assets, these restrictions are incredibly confusing.

I have a “construction” scene where i make adjustments to all my core prefabs and prefab variants, and it’s so disorienting to make changes to assets. If i’m in prefab mode it alters the prefab, but if i’m not it only has a per asset adjustment. It creates a disconnect in my head if i’m making an adjustment to the prefab or the individual asset and that uncertainty very draining.

In this scene a lot of times i’m using external assets from the prefab to link to various game objects in the project hierarchy (think a unique projectile for an attack), so going into prefab mode limits my ability to pick other assets, meaning it’s not feasible to go into prefab mode because i need to link other objects that are readily available in the scene and a huge headache to search for in project hierarchy.

In a perfect world these references would automatically go to the project level reference to the object and not the scene level reference so i could easily drag and drop assets into script variable references in the construction scene that would retain references in other scenes because they are referencing the root prefab and not the scene prefab.

And if i’m propagating those changes, are they going to the root prefab? Or just the prefab variant?

I’m over the moon with the new changes, they are amazing. But there are a few core issues that drive me crazy. Like changing the name of an asset in the scene and not having any means whatsoever to make that new name adjust the prefab.

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So where were you all when prefab workflow feedback was requested in the past 6 months or so? I guess now you just have to adapt.

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It was released 5 days ago.

Wrong. It was a package long before it even hit 2018.3 beta.

Nested prefabs are absolutely great. You just need to adapt for it.
One thing I’d changed personally is the inspector to view prefab contents without requiring to open it up.
(When clicking in project view)

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I guess you have all emails and notifications turned off or blocked but public betas for new prefab workflows begun ages ago and feedback was requested with emails or even with forum notifications. But not only that but 2018.3 beta has been going on for months with the possibility to still leave some feedback. Release is a release so it’s a bit late to begin requesting or commenting the workflow which has been done as a compromise from the people who gave feedback.

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A public preview build was released at Unite Berlin back in the middle of June for feedback on workflows.

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@Andy-Touch The problem is, a lot of developers don’t have the time to download dedicated prefab builds. I think the package preview system is the best way to do it, if possible. Unity may have missed out on a lot of feedback by making you have to download separate builds.

It’s a very core feature of the editor. I suppose the package system is not made for such things.
Also if you don’t have time to download a build then you especially have no time to test it.

Because Prefabs are so embedded into the core tech of Unity; R&D weren’t able to distribute the new workflows as a Package. This why the new prefab workflows were distributed as Preview builds, and then public beta builds (Which we used to do a while ago before Packages existed for some systems like 2D Tilemaps, Sprite Shape, etc). We did also put out a variety of videos for people to watch and a few already-setup example projects for people to download, dive right in and start experimenting!

@Andy-Touch is there way to disable new unity nested prefabs ?

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That’s understandable, and you guys are doing a great job, but I’m just saying the feedback you got may have not been that great because of the accessibility of the build download preview system. Having incentives for developers may help more, or having the preview builds / test stuff in a tab on Unity Hub for easy downloading, etc may help.

It was only a special preview build at the beginning but 2018.3 beta with it included was available for like +4 months before release.

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Being able to download the latest beta, play with any upcoming features that will impact you (we’re talking half an hour at most here), and providing feedback that influences its development should be more than enough incentive on its own.

4008892--346021--Hub.png

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I’m using 2019.1a12 right now. Did they stop doing the separate preview download thing? If so, then problem mostly solved for me.

Nope. Why would you want to disable them?

I doubt you have seen all the feedback we collected so its unlikely you can state if it is good or not.

In terms of accessibility of the prefab preview build; we highlighted it in Unite Berlin Keynote, Blogposts, Social Media, Talks, Videos, Example Projects, etc. We also have Alpha and Beta Builds in the Hub already. As we are moving into using Packages to distribute and update features/systems; its likely those will be used for future public feature testing; we just couldn’t Package up the new Prefab system. :slight_smile:

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i don’t like the new unity Prefabs sometime i have to open prefab to add script or remove it

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@Andy-Touch I told this in the Improved Prefab/Prefab workflow critique topic already, but I tell this again, because I think it’s important: I think people need more learning material on this, because they misunderstanding the nature of the workflow, it’s not clear to them, what they are doing is usually hack (hiding scale/design problems of prefabs editing in the scene to the design of the scene), and/or misuse or not use the prefab overrides (multi-edit). I think a lot of users just don’t know why is it wrong to do that way. So having some tutorials or learning materials would solve a lot of cases like this.

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