Comments (4)
I'll add to this issue that by spawning the prefab while in Play/Pause mode, dragging the prefab into your assets folder, and then exiting play mode does work, and maintains the script references. If this is the intended way of doing things, then I think having the prefab loader work outside of play mode could confuse people
from meatkit.
It isn't the intended way, although I am a bit confused to what Unity does differently in play/pause mode to make this happen. I'll have to look at the data that Unity is saving into the prefab that causes it to lose the reference after an editor restart.
from meatkit.
end user here, i quite commonly load things outside of play-pause mode in order to quickly see how some prefabs are set up without saving that prefab, it saves a lot of time instead of booting up VR every time i want a quick peek inside a prefab so id prefer if it still was possible to load things outside of pause/playmode <3
from meatkit.
Closing - use the advanced prefab loader that comes with OL rather than the one in MeatKit.
from meatkit.
Related Issues (10)
- Bug with the EnumPicker editor script, preventing lists of effected enums HOT 1
- [Suggestion] Portable git for version control HOT 3
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- Error when building map twice HOT 2
- MeatKit v2 Planning
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- Feature: resume builds
- Automatically publicize imported Assembly-CSharp.dll HOT 1
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from meatkit.