• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Overfloater · Jan 25, 2021 at 05:25 AM · textureprefab

Nested Prefab built from script SpriteRenderer breaks on Run.

Hello and thanks so much for taking the time to read this post. I am creating a script that will assemble a large image that has been split into smaller images as a nested prefab where the smaller tiles are parented to a container object. This is part of a level editor. Everything is working correctly in editor mode but when I enter game mode all of the sprites turn white. In the inspector, everything looks normal the sprite displays correctly in the inspector. After returning to editor mode the sprites remain white and the prefab itself is now corrupted i.e. new instances of the prefab are also white. In the inspector the only change that I can see is that the Drawmode property is now grayed out. I created a little script to access the DrawMode enum and it displays correctly in the scripts inspector. Currently, my best guess is that there is something about the way that my script is creating the prefab that is incorrect I have included that part of my code here.

 public static class CompositionUtils
 {
     public static GameObject BuildComposition(List<Texture2D> TileTextures, List<Vector2Int> TileCoords, string RootPath, string Name, int Rows, int Cols)
     {
         List<GameObject>CompositionTiles = new List<GameObject>();
         GameObject Parent = new GameObject();
         Sprite sprite;
         SpriteRenderer spriteRenderer;
         string path;
         string spritePath = "/Sprites";
         string tilePath = "/Tiles";
         string compPath = "/" + Name;
         int pxWidth = 0;
         int pxHeight = 0;
         AssetDatabase.CreateFolder(RootPath, Name);
         AssetDatabase.CreateFolder(RootPath + compPath, "Sprites");
         AssetDatabase.CreateFolder(RootPath + compPath, "Tiles");
         float ratio;
         for (int i = 0; i < TileTextures.Count; i++)
         {
             CompositionTiles.Add(new GameObject());
             sprite = Sprite.Create(TileTextures[i], new Rect(0, 0, TileTextures[i].width, TileTextures[i].height), new Vector2(0, 0));
             spriteRenderer = CompositionTiles[i].AddComponent<SpriteRenderer>();
             spriteRenderer.sprite = sprite;
             ratio = spriteRenderer.sprite.pixelsPerUnit;
             pxHeight = TileTextures[i].height;
             pxWidth = TileTextures[i].width;
 
 
             CompositionTiles[i].transform.Translate(new Vector3(TileCoords[i].x * (pxWidth / ratio), ((Rows - 1) * pxHeight / ratio) - TileCoords[i].y * (pxHeight / ratio), 0));
             CompositionTiles[i].transform.SetParent(Parent.transform);
 
            
             
         }
         for (int i = 0; i < CompositionTiles.Count; i++)
         {
             AssetDatabase.CreateAsset(CompositionTiles[i].GetComponent<SpriteRenderer>().sprite, RootPath + compPath + spritePath + "/" + "Sprite" + i + ".asset");
             path = RootPath + compPath + tilePath + "/" + Name + i + ".prefab";
             CompositionTiles[i] = PrefabUtility.SaveAsPrefabAsset(CompositionTiles[i], path);
         }
         path = "Assets/Graphics/Prefabs/" + Name + "/" + Name + ".prefab";
         GameObject CompPrefab = PrefabUtility.SaveAsPrefabAsset(Parent, path);
         MonoBehaviour.DestroyImmediate(Parent);
         return CompPrefab;
        
     }
 }

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

171 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Different prefabs with same mesh but different textures(materials). 1 Answer

Losing texture connections when creating a prefab 0 Answers

Apply PNG as texture to 3d object 0 Answers

3d Prefab on 2d background (again) 0 Answers

Changing material with custom shader while instantiating prefab at runtime leads to change in color of all the instances 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges