Anyone else have this problem?
Using Unity 3 b6 (happened in b5 too) and in iPhone mode.
I have a prefab that has 50+ objects in it. I have many scenes (50+) that use an instance of that prefab. At this point everything works fine. However, when I must make a change/update to the base prefab, I would expect all the instances to update accordingly (which they do) and for everything to work fine. But it does not. When I attempt to load any scene that contains that prefab (after it has been updated) the scene won’t load and unity crashes. The workaround to this bug (which isn’t an option for us) is to go into each scene, delete the prefab instance, and then drag it back into the scene. Obviously doing this is problematic because the prefab instances in each scene have different positions/scales, etc, and I cant rebuild each of 50+ scenes every time I update my prefab. I have tested this on a different machine and with different prefabs (that contain around 50 objects) and I get this same problem. Prefabs that have less objects in them don’t seem to have the same problem.
I’m not upgraded to Unity 3 final release and still have this problem? Anyone know or care why? No response back yet from the unity team on this one. I just need a workaround that lets me update my base prefab, which updates all of my instanced prefabs, and then doesn’t crash when the scene with the instance loads. Anyone know some advanced internal script that can do something to my prefab instances?
This bug is killing the release of our game (as well as the non-looping mp3 bug). I’m in iphone mode.
Also, another workaround is to “break the connection” of each prefab in 50+ levels. Then it works fine. So if someone knows a way to re-make the connection when time comes to update the base prefab, I think this could be a good workaround. So is it possible to “re-connect” an prefab instance to the base prefab, WITHOUT altering the attributes of the instanced prefab?
Perhaps this might work: ReplacePrefabOptions.ConnectToPrefab
But I don’t know how to implement it.
Here are some other things that seem like they might help (but again I don’t know how to implement them):