Topic: Where is the Prefab spawning handled?

Is this handled within a script inside the pro version of UFE?

Or will i need to purchase Source in order to spawn different Prefabs?

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Re: Where is the Prefab spawning handled?

Here: http://www.ufe3d.com/doku.php/global:round

Under Initial Spawn Position

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Re: Where is the Prefab spawning handled?

Mistermind wrote:

Here: http://www.ufe3d.com/doku.php/global:round

Under Initial Spawn Position


Not the spawn of players... The spawn of the prefabs such as IntroScreen.prefab

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Re: Where is the Prefab spawning handled?

Domainator wrote:
Mistermind wrote:

Here: http://www.ufe3d.com/doku.php/global:round

Under Initial Spawn Position


Not the spawn of players... The spawn of the prefabs such as IntroScreen.prefab

UFE.cs

Look for controlScreen

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Re: Where is the Prefab spawning handled?

Domainator wrote:
Mistermind wrote:

Here: http://www.ufe3d.com/doku.php/global:round

Under Initial Spawn Position


Not the spawn of players... The spawn of the prefabs such as IntroScreen.prefab

You can find all the screen prefabs here:
http://www.ufe3d.com/doku.php/global:screen

They each link to individual prefabs and an open source GUI script. The GUI scripts are open source on all versions of UFE.

For more on GUI and coding with UFE (any version) also check .\UFE\Scripts\GUIScript.cs (fully commented) as well as these links:
http://www.ufe3d.com/doku.php/global:gamegui
http://www.ufe3d.com/doku.php/code

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Re: Where is the Prefab spawning handled?

Mistermind wrote:
Domainator wrote:
Mistermind wrote:

Here: http://www.ufe3d.com/doku.php/global:round

Under Initial Spawn Position


Not the spawn of players... The spawn of the prefabs such as IntroScreen.prefab

You can find all the screen prefabs here:
http://www.ufe3d.com/doku.php/global:screen

They each link to individual prefabs and an open source GUI script. The GUI scripts are open source on all versions of UFE.

For more on GUI and coding with UFE (any version) also check .\UFE\Scripts\GUIScript.cs (fully commented) as well as these links:
http://www.ufe3d.com/doku.php/global:gamegui
http://www.ufe3d.com/doku.php/code

Okay but, here is what i have... I have a prefab called StarSystem.prefab

I need this to spawn during intro...

I only have pro version so i don't have UFE.cs, so i can't change it to spawn both those in CS

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Re: Where is the Prefab spawning handled?

Why not just add StarSystem game object [drag prefab from Project into Scene but...] as child of the Intro prefab?

You can't stack prefabs, technically.  Any prefab (A) you add to another prefab (B) is just like adding those game objects to the 2nd prefab.  All this means is to change the properties of the A game object inside the B prefab, you need to open the stack of B and change the A child inside; changing the original A prefab will not edit the A inside the B prefab, only single instances of the A prefab.

Hope that makes sense...

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8 (edited by roswell108 2015-04-13 19:20:18)

Re: Where is the Prefab spawning handled?

YumChaGames wrote:

Why not just add StarSystem game object [drag prefab from Project into Scene but...] as child of the Intro prefab?

You can't stack prefabs, technically.  Any prefab (A) you add to another prefab (B) is just like adding those game objects to the 2nd prefab.  All this means is to change the properties of the A game object inside the B prefab, you need to open the stack of B and change the A child inside; changing the original A prefab will not edit the A inside the B prefab, only single instances of the A prefab.

Hope that makes sense...

This is read:

Drag gameobject A to a scene to make it a regular gameobject.

Make gameobject B a child of gameobject A and update it relative to A, not the scene.

Replace the prefab for A by dragging the updated A back to the prefab.

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Re: Where is the Prefab spawning handled?

YumChaGames wrote:

Why not just add StarSystem game object [drag prefab from Project into Scene but...] as child of the Intro prefab?

You can't stack prefabs, technically.  Any prefab (A) you add to another prefab (B) is just like adding those game objects to the 2nd prefab.  All this means is to change the properties of the A game object inside the B prefab, you need to open the stack of B and change the A child inside; changing the original A prefab will not edit the A inside the B prefab, only single instances of the A prefab.

Hope that makes sense...

Yeah i got you will try it and let you know how it goes...

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