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Prefabricated component properties.


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Posted

When I have a prefab with a component, I cannot modify or set the properties displayed in the editor to change the behavior values of that component in the prefab. What I have to do is break the prefab for that purpose, but I think the most practical thing would be to be able to modify those values.

 

image.png.4304e5755ec04081c6ee6008c06b83a4.png

 

 

Astrocuco.thumb.png.c76e0fb3de2d6e437e7dca099625e11e.png

Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games

Posted
7 hours ago, Josh said:

This is the intended behavior. If the original prefab file is modified those changes will be shown when a scene is loaded.

I have this example: I have a switch for a door that has three settings, one is automatic door, another is via the E key, and another is via an access panel with a password.

The idea is that if I have the prefabricated element on four doors, then I can change those property values displayed in the editor. However, would I then need to have three or four prefabricated elements for four different door configurations?

Translated with DeepL.com (free version)

 

 

Astrocuco.thumb.png.c76e0fb3de2d6e437e7dca099625e11e.png

Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games

Posted
2 minutes ago, Yue said:

I have this example: I have a switch for a door that has three settings, one is automatic door, another is via the E key, and another is via an access panel with a password.

The idea is that if I have the prefabricated element on four doors, then I can change those property values displayed in the editor. However, would I then need to have three or four prefabricated elements for four different door configurations?

Translated with DeepL.com (free version)

In this situation, you probably would not want prefabs, since each of these things is unique. This is when it is convenient to convert a prefab into a regular entity, by right-clicking on the object and selecting "Unlink Prefab".

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