Git-friendly scene files #2115
Replies: 4 comments 11 replies
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I would be curious as to what the standard is in other engines? Is your suggestion to use the prefab as the source of truth or to only use it for instantiation and have the scene handle the values? I personally like that when I edit a prefab I can expect it to change any of the references that are in a scene but I purely use this as a fun hobby and as a solo dev so Im not sure what other people may expect or want. |
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how do you imagine a yaml to look and how it should be resolved , also which values should be serialized, how should default values be evaluated and such what is the dream case you can imagine it to be |
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https://discord.com/channels/500285081265635328/1181235782057476126/1199666973076881418 any ideas and remarks are welcome |
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Another important reason is that you might edit the source prefab while an object using that prefab is not loaded (i.e. any game project using a prefab from a common package, and you edit the package itself). |
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I think scenes files should only use the GUID for referencing prefabs.
Right now, the scene saves everything of a prefab used on it, but with this format its very hard to work with a lot of people.
Say someone is working on the prefabs and another is on the scene, when the prefab is edited, it also edited any scene that use it, not so team-friendly.
I dont know how hard is to implement this, its just a suggestion. :)
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