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assets hidden children of an fbx.
Hello,
Is it normal that in the project view, the models inside an asset ( and also in a prefab using that asset) do not show up their children?
modelB is parented to modelA and I export is as fbx. the asset of that import do not show modelB, yet in the scene, modelA is properly showing up modelB as its child.
This is too bad because I need to access children of prefabs in the project view to keep the prefab connection intact and add components to modelB, but if I can't access it there, It's problematic.
Thanks for your help,
Jean
Answer by Wolfram · Aug 17, 2010 at 09:12 PM
Yes, that's normal - although I never understood why anybody would want it to behave like that.
The way I usually solve your problem is, simply drag the prefab into your scene (or an empty one, it doesn't matter), make the modifications you need, apply them to that prefab instance, and delete the object once again. Your prefab has been modified, and every instance using it will know about it.
EDIT: as far as I know you can't modify any imported models, without losing the connection to that model. You could put your model into a prefab first, of course, but despite the Unity documentation saying otherwise, this still loses the connection between prefab and model (meaning, if you modify your model externally afterwards, the imported Unity model will register these changes, but any prefabs using that model (or parts of it) will not)
That's not true; modifying a model will cause prefabs using that mesh to update. I do this all the time. The documentation is correct.
Hm, it never worked for us. I'll investigate this, and file a bug if it doesn't work for me.
yes I can confirm that the mesh will remain linked, but that is because it's a hard referencing in the meshfilter, the prefab is indeed disconnected for me too and affect other areas like modifications of hierarchy, new model additions, etc etc.
Answer by Eric5h5 · Aug 17, 2010 at 09:26 PM
Losing a prefab connection isn't a problem, you can just apply any changes you make. It's a little inconvenient sometimes to have to drag prefabs into the scene to access sub-children, but it's just an inconvenience, it doesn't actually prevent you from doing what you want.
yes, I ended up doing this, this is still a very blurry feature for me at the moment, trying to understand it as much as I can. Tho loosing a prefab connection is a problem for me, because new additions to the asset itself then doesn't spread in my prefab and the prefab is heavily modified with component addition and setup.
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