![]() If "Use Toolbar" is on, UniWebView will show the toolbar in the position specified by this. It is replaced by "Embedded Toolbar Position". On Android, users could use the back button in the navigation bar to perform "go back" and "close" operation, so there is no need to supply a toolbar for Android. Your user could use this toolbar to navigate and close the web view. By turning this on, a toolbar contains Go Back Button, Go Forward Button and Done Button (iOS only) will be shown with the web view. It is replaced by "Use Embedded Toolbar". If true, the "Frame" and "Reference Rect Transform" below will be ignored. Make the web view be full screen at start. You need to call Show method of the web view to display it later. If false, the web view will not show up automatically. A normal web URL started with " or " is supported. The URL which will be loaded in Start() of UniWebView. Note that you can setup shortcuts for entering Prefab Mode for both In-context and Isolation under the Stage category in Edit->Shortcuts.If Unity reports any error when you play the scene, try to restart your Unity Editor and give it a chance to load the plugin at launch. For UI, the open Prefab will always render on top of UI elements in the context even if the instance is behind some of those elements normally.Īlso note that if entering Play Mode while editing a Prefab in context, the Prefab instance will be visible simultaneously with the patched up Prefab Asset, meaning it can appear as if there’s two copies of it.Added GameObjects will however still be visible. Note that this is specifically about components that have been added as overrides on the Prefab instance and don’t exist on the Prefab Asset. Added components on the Prefab instance that alter the appearance of the Prefab (such as MeshFilter or ParticleSystem components) won’t be visible when opening the Prefab in-context.The approach of making the Prefab Asset match the appearance of the Prefab instance while editing it has a few limitations which means the appearance won’t always match completely. We’d like to know what works best for you. When only Transform/RectTransform values are patched up, other properties that are overridden on the instance will appear with their original non-overridden values while editing the Prefab Asset. Note that if any changes are made to these patched up properties by other means, such as moving objects in the Scene view, those specific changes won’t be saved.įor the feedback build we have a toggle in the Preferences which can be used to alter which properties get patched up when editing Prefabs in context: All properties that are overridden on the instance, or only Transform/RectTransform properties that are overridden on the instance. All patched up values are non-editable in the Inspector in In-context Prefab Mode, so if for example the position of the Prefab Asset needs to be changed, then it typically needs to be done in Isolation Prefab Mode. The patched up values ensure the Prefab Asset is positioned and scaled similar to the Prefab instance. These temporarily patched up values are not saved into the Prefab. We do that by temporarily patching up any properties on the content of the Prefab Asset to match the values of overridden properties on the Prefab instance. When opening in-context through a Prefab instance we make sure to adjust the appearance of the Prefab Asset to match that of the instance in the scene. We would appreciate if you took some time to try out the preview build below and give us feedback on the functionality and usability.ĭownload preview build here (the preview build is based on 2019.3 a6) See the video below for an overview of the new feature: The Prefab Asset is shown by itself, or using the environment scene specified in the Editor Settings. The Prefab Asset is opened through the Project Browser or through the Hierarchy using the Alt modifier key.The Prefab Asset is shown in the context it was opened from, in place of the Prefab instance it was opened via. ![]() ![]() The Prefab Asset is opened from a Prefab instance through the Hierarchy.So in short: Prefab Mode can now be opened in two ways This is what we call In-context Prefab Mode (in addition to Isolation Prefab Mode as is possible today). Recently we’ve been working on making it possible to edit a Prefab Asset in-context of the current scene or another Prefab. Update: Prefab Mode in Context (the new name for in-context editing) will be in Unity 2020.1 and can be tested in alphas/betas of 2020.1 going forward.
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