Script / Prefab Connection

I’ve been playing around with Unity for a while now and I think its pretty neat. One thing that’s currently bothering me is losing prefab connections when applying a script on a model (or a model in a prefab).

Since, if I’m using several scripts on a model and I have to go back and make a change to said model, I would have to apply all the scripts (and settings) on that updated model again.

I’m using Blender and I read that this was a known issue for .blend files. However, exporting to a different format such as .obj or .fbx has the same results.

Is this something everyone has to deal with, or is there something fundamentally wrong in my workflow? Any comments or tips would be gladly appreciated. :slight_smile:

Welcome to the forums! :smile:

After you get the “breaking prefab connection” error, do your changes, select the in-scene element and go to Game Object > Apply Changes to Prefab and it will “push” the changes you made back onto the prefab.

Thanks for the tip and the warm welcome, HiggyB. :slight_smile:

I’ll try the method you suggested.

Alright, I managed to achieve the results I was looking for. However, I encountered a new problem.

Currently I’m doing…

Create a model in Blender, export to FBX.
Create a prefab in Unity.
Assign the model and a script to the prefab in Unity.
Drag the prefab into my scene.

Now, when I make a change to my model in Blender, as long as everything stays in one mesh and I don’t add extra meshes, the model is updated correctly in Unity. Which for now will do just fine, cheers!

I’m doing this on the Mac version, though. When I replicate the exact same situation on the PC version, it doesn’t work. Could this be a bug?

Mac: Version 2.5.0f3 (21504)
PC: Version 2.5.0f3 (21504)

Do not discuss usage of pre-release software and potential bugs in public. Those given the beta were offered private channels (mailing list) to communicate potential issues. Yes, it may be a bug but you are numerous builds behind and likely to have been fixed by now. PM me for details and let’s not discuss this any further here for now, thanks!

Ah, sorry, my fault. :slight_smile:

No worries, check your PMs. :smile: