Research & Development for 3D & the Web

Tag: prefab

Useful Unity Debugging/ Development Techniques

by on Dec.05, 2009, under Unity

It's not so much a debugging technique, but when I'm unsure of exactly how to get something working, I tend to create a new prefab or whatever it might be and number it eg. playerChar01, where I add something, check it works as expected then once I'm happy with it, I will make a copy of playerChar01 and name it playerChar02 adding the next small step. (Pretty much like a programmers development cycle). In this way I can usually go "well this didn't work, or its now broken and the original thing doesn't Read more [...]
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Prefabs in Unity

by on Nov.04, 2009, under Unity

Prefabs To streamline the repeated use of complex GameObjects, you can turn one or more of them into a Prefab. This Prefab can then be easily placed throughout the game or instantiated at runtime. Any changes to the original prefab are propagated to all dependents, so both major and minor adjustments can be made very quickly to a large number of GameObjects. One of the most useful tools in Unity is this ability to create what is known as a 'Prefab'. http://unity3d.com/support/documentation/video/6.html Unity's Read more [...]
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