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Question by xxcell · Sep 06, 2016 at 06:38 PM · troubleshooting

Creating a prefab while Ingame

I am fairly new to unity and coding. I am using C# and have a game that is like minecraft (in terms of 1x1 cubes, ect.) . I am trying to create a way to edit the world/gameobjects in "creative" mode, like making a building. Then taking that building and making it a prefab so I can use it later for other parts of the game. I am pretty much trying to replicate WorldEdit (WorldEdit). I already have creative mode and can place/destroy the cubes. I am just stuck on selecting an area and saving it as a prefab.

I am pretty lost on where to start. Does anyone know how to do this or where I can learn how to do this? Thanks!

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avatar image 3tai · Sep 09, 2016 at 10:30 PM 0
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How have you set up the map dictionary/class?

Do you need to create an actual prefab object to save into your projects folder or do you need a clipboard function to copy/save/paste in-game? $$anonymous$$y process would vary a lot depending on which of those you need.

avatar image xxcell 3tai · Sep 09, 2016 at 10:51 PM 0
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I have set up the map but I change that if I need to. I want to be able to build a house. Select the area of the house. Copy it then save it as a prefab. Then using this prefab I will make it so players can place the building down using an item/command. I want to place the building down with a cost/build time so I am guessing it will actually be a prefab not just a copy paste thing.

avatar image 3tai xxcell · Sep 10, 2016 at 07:12 AM 0
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But how is the structure for the map data set up? For example, if I want to know what block is at (3, 6, 0) how is that information stored and how would the game look it up?

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avatar image Sergio7888 · Sep 10, 2016 at 07:18 AM 0
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You cant create prefab at runtime, but you can Intantiate any gameobject in scene or create them via script.

avatar image 3tai Sergio7888 · Sep 10, 2016 at 06:17 PM 0
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I haven't tried it, but it looks like you can

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