Why doesn’t unity have such feature. I know that I can merge scenes in that mode, but why not prefabs?
Are you talking about Smart Merge? Unity - Manual: Smart merge
I’m told it should work fine for Prefabs too.
If you’re talking about something else, could you clarify?
Smart merge will allow you only see the changes in YAML form. I’m talking about visualization of conflicting GOs inside unity with highlighting conflicting places of hierarchy with red name. Consider next possible cases:
Branch A (MyPrefab):
- “RootObject”
– “SomeGameObject”
— “Child”
=======================
Branch A (MyPrefab): - “RootObject”
– “SomeGameObject”
— “ChildRenamed”
=======================
Merge conflct (MyPrefab_Conflict_A_B): - “RootObject” (Same)
– “SomeGameObject” (Same)
— “Child” (Conflict - Renamed)
|
| Click
V
============================================
| (*) [×] "Child" [×] static |
| Tag [Untagged] Layer [Default] |
| Prefab [Open][Select] [Overrides v] |
| |
| Conflict: "Renamed" |
| |
| Local: Name - "Child" [Apply] |
| Remote: Name - "ChildRenamed" [Apply] |
| |
| |
============================================
Or if conflict is from A removed component “MyComponent” on Child and in B this component has been changed:
=========================================================
| (*) [×] "Child" [×] static |
| Tag [Untagged] Layer [Default] |
| Prefab [Open][Select] [Overrides v] |
| |
| Conflict: "Component A(Deleted)/B(Changed" |
| |
| Local: "MyComponent" (Deleted) [Apply] |
| Remote: "MyComponent" (Show Component view) [Apply] |
| |
| |
=========================================================
When you say:
What mode are you referring to? I may not be aware of the feature you’re talking about; can you refer me to the documentation for it or similar?
I get prefab conflicts all the time. There is never any conflict markers, so I don’t think there is actually a conflict. I just have to discard the work and re-do it, making doing anything about 10x slower than it should be