prefabs sharing assets across projects

We’re trying to share assets that one guy makes in maya and sets them up in unity as they should look with textures animations and all that. Then to get them to the programmer who’s building the game, we’re making them prefabs and exporting them as packages. But we must be missing something, because the when we import the packages, there’s a lot of “missing” things in the inspector, like meshes, textures, materials, scripts etc. and nothing shows up in the scene view.

I thought that exporting packages was supposed to maintain links to everything (position, rotation, textures, scripts, etc) as they were set up in the heirarchy. Is this not true? Cuz if not, what’s the point, if you have to relink everything when importing the package? Does each person need the same assets in the same file/folder structure in the finder? Or does the prefab/package save all the bits it needs (e.g. textures, materials…) when you export it?

I’m sure we must be missing something basic. Please advise. Thanks!
d

You also have to include the meshes and textures when using export package. Export package doesn’t automatically track dependencies.

Doesn’t the prefab track these things? If we set up something in the scene view, then make a prefab out of it, doesn’t that prefab “remember” everything? Position, rotation, textures, scripts, animations…?

And then when we export the prefab as a package, what specificaly do we need to do to include these things so they retain their settings/links in the new project we import them into?

A prefab will still reference assets.
Eg. textures are always shared, so are meshes. Game objects and their components on the other hand are completely stored in a prefab.

So when you export a package you need to select all the assets (textures, maya mb files) that are being referenced by the prefab.

ok, so we’ve got the textures and meshes to be included in the package. But they are not linked to the prefab when we import it into the new project and add it to the heirarchy.

We’re so close. I can feel it. How do we preserve those links?

d

The references definately should be maintained.
Maybe you didn’t get the the right assets?

I am pretty certain that export packages maintains references correctly.

Just to be certain… when you say:

… do you mean that you have copied the textures and meshes to the other machine along with the package or that you have included them in the package?

The assets have to be located in the package because when you copy them as plain files, they will get new GUIDs, which breaks the references.

Sorry to drag up an age-old thread, but this is still happening on our school project. Packages export fine (with all dependency meshes/textures/scripts selected and included), and end up completely broken on import. This basically means that upon importing we need to relink nearly everything, taking a considerable amount of time and nerves.

Our version is 3.0.0.f5 Free. Any Help would be much appreciated!

Think I’m running into the same problem here - I am able to export a prefab with its dependencies, and it will import into another project, but if any of the assets bundled in the package already exist in the project I’m trying to import into, they will not import correctly and I’ll end up with missing components. If I delete any of the duplicate assets from the project before importing, it’ll work, but this is both tedious and breaks any assets that rely upon the assets I’m deleting. This seems like a pretty significant problem with the package system, I’m surprised there isn’t some sort of solution or workaround.

*Edit - Nevermind, played around with this some more and the problem was with copying assets like textures and scripts over directly, not inside of a unity package, and then trying to copy over higher level stuff like materials and prefabs via package. Everything needs to be imported as part of a package for the dependencies to be maintained.