Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Pinkuboxu · Jan 01, 2018 at 03:00 PM · prefabobjectsriggingarmatureupdating

How do I update prefabs when source assets (mostly meshes with armatures) are changed?

Sorry for the wall of text. I'll try to be more succinct. I want to add parts to my blend file in blender then when Unity re imports it, I want to update prefabs with the new and changed skinned mesh renderers so I don't loose components on the parts of the prefab that have them. As is I have to replace everything to make it work as a prefab again, destroying any components I've put in place.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image hexagonius · Jan 02, 2018 at 08:54 PM 0
Share

One way to avoid this is to not build the whole prefab, but ins$$anonymous$$d programmatically instantiate and attach things to where they should go. ideally you just have a script on the profab, referencing the gameobjects like hands, feet, whatever, so when the mesh changes and something goes missing, just reassign it there. It really depends on your structure. If you go from block to spider, then it's actually pretty hard if not impossible to do such a thing.
Another could be to programmatically put the whole thing together in the AssetImporter pipeline. Whenever your skinnedmesh comes in, update it, search the prefab and repair the setup. Either way, the searching and reattaching and what not is the same.

avatar image Pinkuboxu hexagonius · Jan 03, 2018 at 10:09 PM 0
Share

Indeed, I started working on an editor executable script to help me prototype the character creation system and just have it building the character in that way. Feels less intuitive but I guess it's not the intended workflow of Unity to make it easy for the artist to throw stuff in and have it just work even if that's kind of the impression you get at first. It's not a problem as we can probably just work the kinks out over time as part of the learning process.

I'm still not savvy to the AssetImporter pipeline but if it's helpful to a lone coder in prototype phase I guess I'll have to learn it eventually. Still trying to mitigate development time and groking what I need when I need it. I'm trying to get as much of a prototype done and I keep getting distracted trying to learn things that I probably can do later when fleshing out systems and refactoring.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

92 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to combine created armature and the 3D model in Animation Rigging package? 0 Answers

Why is the leg of my model bent and the hair transparent in Unity but not Blender? 0 Answers

How do I revert prefab instance properties to their defaults? 0 Answers

Can one game asset consist of 2 or more models ? 0 Answers

What's the most efficient way to attach assets to 3D characters? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges