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Apply to original prefab, was a feature completely unknown to me. Unfortunately it works for me, checking/unchecking, changing values etc. for mass and inertia. Could it be a bug in Unity? Which version of Unity are you using?
Prefabs in unity are used so that all instances of them share the properties of a common "template" in the project folder (except for the transform positions and anything that is not taken into account).
Apply button is used so that if you have an instance of a prefab in the scene, and you change anything (except for the transform), you can apply that change to the original prefab and subsequently all instances of it in any scene.
What is happening with AGX unity right now is that... that particular property is not applied to the original prefab and the rest of them in the scene. I'm using Unity 2017.4.14f1 right now, hopefully moving to the latest one soon.
This "Apply" button provides a little too powerful feature... and generates havoc in big projects when somebody applies something that shouldn't have been applied... from time to time...
That's why the upcoming Unity version will have a long-time-expected Prefab editor which will allow to edit them separately and lock changes on them, hopefully... and also hierarchies of prefabs made out of other prefabs, which is a confusing issue (color blue means a prefab instance, and if you put a prefab inside another one in the scene, it will stop being a prefab instance... not shown in the editor properly...)
The materials and other values are, but Inertia Diagonal checkbox is not applied to the original prefab when clicking Apply on the top menu.
Maybe this is an intended behaviour, but I don't think it is.
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