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Animation clips not saving in prefab
I have created a custom built animation object that includes a skinned mesh renderer and an animation component. The animation component has multiple animation clips attached to it in the game object.
When I store this object in a prefab, the animation clips disappear. This is especially bad because I can't regenerate the clips at runtime, only in the editor, making the prefab useless.
Does anyone know of a reason that Unity would strip out the animation clips when storing on a prefab?
Here are some screen shots, the first is my animation game object in the scene, complete with all of its clips. The second is the prefab with the clips missing.
Answer by Berenger · Feb 29, 2012 at 05:49 PM
It's not happening for me. Have you applied your game object instantiated in the scene view ?
I'm not sure what you mean by "applied". This is a custom built mesh, created programmatically, not imported from an FBX. The gameobject works just fine, it just won't store the clips when dragged to a prefab.
I mean the button "Apply" above the Transform component, to commit any changes in the gameobject to the connected prefab. Where the mesh comes from isn't important.
Ah, I see. No, I'm afraid that didn't do anything. It still shows blank animation clips.
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