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Question by majicateball · Dec 08, 2016 at 08:01 AM · prefabstriggerspackages

Trigger resets to 1-1-1 scale automatically. (Not supposed to)

I am new to the Unity publishing side of things. That being said, my new asset is up to the standards that I would like to try to publish it on the store. I have encountered a few issues, however:

  1. Unity asks users to test their prefabs in other versions to see which will work (I completely understand the need for this). I am using Unity 5 and am trying to export the prefab so I can test it in other versions.

1a. What I have found, is that it wants to upload EVERYTHING in my project. I tried to do this by de-selecting what I didn't see a need for. This did not work at all when trying to import it into unity 3.

1b. I tried to do this as the upload tool saw fit (exporting everything) and in Unity 3, I immediately got a message that one of my scripts (very basic, for opening a door) could not import.

----Some of my prefab does not save properly in the prefab.

2a. I was at first, having issues with textures not saving. After a while of just retrying, it seems to work.... odd.

2b. I have a mesh collider set as a trigger for the function of my doors. All of which seem to be fine, except for one. This particular one, resets to the exact size of the door every time I save it as a prefab, and when opening the prefab again (even in the same scene). This would be an annoyance that I would not expect potential buyers to appreciate when attempting to use my asset.

  1. Lastly, how should I have the files, textures, etc. arranged for the easiest experience for both myself, and potential buyers?

As I said, I am new to this, so I'm assuming there is a simple solution to all of these questions, and I appreciate any and all feedback. Thanks!

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avatar image Kossuranta · Dec 08, 2016 at 08:53 AM 0
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For selecting what you need when exporting prefab you can right click your prefab in Assets and then click "Select Dependencies" and then on export uncheck "include dependencies".

I would just simply skip trying to get it to work with Unity 3. You should just go for 4.5 or 4.6 which will give you over 95% of users. (Unity version usage and that was 2015)

For the trigger I really don't have any ideas why that is happening, but my stupid idea would simply be "Delete that misbehaving collider and create it again".

avatar image hexagonius · Dec 08, 2016 at 09:18 AM 0
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I think if you wanted to use a mesh collider, you'd need to put it on a child gameobject and scale that down.
but I'd replace it with a box collider altogether if there's no explicit use case for the mesh collider, especially performance wise.

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