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3. Assets & Prefabs
Asset workflow
Manual: Asset Workflow
Manual: Importing Assets
Materials, Shaders and Textures
Materials
define how a surface should be rendered: textures, color, lighting...
Shaders
are scripts that calculate how color of a pixel should be rendered
Textures
are bitmap images that can be used to draw shapes to materials, but also manipulate material's surface
Using materials
Old Manual: Creating and Using Materials
Materials are by default applied to the whole GameObject
With
ProBuilder
, you can apply a material into individual parts of an object
There are two ways to apply a Texture to a property.
Drag it from the Project View on top of the Texture square
Click the Select button, and choose the texture from the drop-down list that appears
Prefabs
Manual: Prefabs
Prefab
is short for
prefabricated object
use cases...
GameObjects you want to instantiate, i.e., create, during runtime
"Same thing, but what if many?"
not necessary completely identical, however!
share common traits but have different details
Creating prefabs
Manual: Creating Prefabs
How to turn a GameObject into a Prefab:
Drag a GameObject from Hierarchy to Project view
It turns blue - It's now an
instance
of a Prefab
You can now create multiple other instances of it
Open & select
Manual: Editing a Prefab via its instances
Open
opens the Prefab in
Prefab mode
, a scene where only the Prefab exists
Manual: Editing a Prefab in Prefab mode
Select
selects the Prefab asset in the Project window
Overrides
Manual: Instance overrides
Overrides
dropdown menu
lists all the overridden values ("overrides") on this Prefab instance
overrides can be
applied
to set them to be the new default in the Prefab asset
...or
reverted
to discard your changes and go back to asset defaults
overridden values in Inspector are indicated in
bold
Extra: Nested prefabs
Prefab inside Prefab
Manual: Nested Prefabs
Extra: Instantiating Prefabs
You can use code to create instances of prefabs when the game is running
Manual: Instantiating Prefabs at run time