scripts breaking prefab connections

Alright, back with more issues, I’ve scanned the forum and docs for this one and couldn’t find an answer that worked for my situation. If i simply missed it I apologize in advance, but since I got such a prompt reply last time, which was awesome, I thought I’d come on back.

So now I’ve got my animation scripts basically how I want them, but when I drag them onto the character, I get a message saying that the prefab connection will be broken. I gather from my readings that this is inherent in unity, and that there may be some kind of work around involving adding the scripts to a parent object.

So on first try that doesn’t seem to work because the scripts are looking for the animations on the parent object, where they do no good.

Is this a matter of simply pointing my scripts at the character? and if so, how do I do this?

thanks

Eric

Just let the prefab connection be broken its no big deal. Usually you just rig up your final character with scripts and components. Then create a new prefab out of that, then you use that prefab in your scenes.

isn’t the problem with that approach that everytime the animation is updated (in Maya) the character in the scene will have to be completely reset?

for our project we’re going to be spending a lot of time creating and tweaking character animation, so my goal right now is just trying to work out the best workflow, so along those lines I’m trying to create fairly generic scripts that can be customized for each individual use within the inspector

You can simply drag the new animation to the instance manually, you only have to make sure you dont change the rig, that case will only be updated correctly if the prefab connection is still in place.

ahhh, ok, I that’ll work, does kinda break with the whole auto update work flow that otherwise seems work really nicely in Unity.

no way around it though huh?

much appreciate the info, though