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Question by KuPAfoo · Dec 15, 2013 at 08:42 PM · animationprefabupdatehierarchyversion-control

Prefab .fbx updates

I'm currently designing a game as a solo developer... I'm creating the models, animations, scripts and gameplay elements alone. I have the game to a point where network collision is working, clients view remote animations properly, position is updated properly etc...

I'm simply trying to take the basic model i created for testing purposes and replace it with a model that has new animations attached. Since i'm using prefabs, I either need to create a new prefab and replace all elements including attached weapon models and hierarchy child based scripts... or I can restart the game over so everything is custom designed for the new model (which is a more defined version of what already exists)

I'm quite frustrated at how difficult this entire process is. Is there another way to just update the model so the engine can see all my animations?

I currently have walking/idle animations. The update includes a new walking/running animation, same idle animation, a basic attack animation, and a skilled attack animation. Since I'm creating a RPG I find it quite rude to need to re-design the entire prefab just to add a few extra animations seeing as skill trees will become more in-depth and animations will increase as the amount of players increase. IE; 10 players need attacks and basic features only, 100 players will want new skills, 1000 players will want emotes and 10,000 players will want end-game bonus animations (enlightened/winged emotes)

Now i'm thinking I need to design ALL animations I will EVER want so I don't ever need to re-design the prefab to include any new animations. My model is currently not textured and may cause more future problems.

Please help... I have big plans, and am hoping to add new things every week or month. With the prefab redesign happening for every update, that may sap an entire day just to update the new prefab.

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avatar image nastasache · Dec 15, 2013 at 10:23 PM 0
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I am not sure your problem is similar, but to not recreate all your structures after changing a model animations, maybe this will help you: http://forum.unity3d.com/threads/37623-$$anonymous$$odel-doesnt-change-after-reimport The only thing remains to say to the prefab is which are the new animations from model.

avatar image KuPAfoo · Dec 15, 2013 at 10:50 PM 0
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Ahh... I must be having this issue because i'm saving the blender file as copy incase i do break something, i have a prevous (currently used model file) to work off of.

The way I fixed my problem is i put every game object that has code into an empty game object and just drag it to the parent now... Thanks for your help!

avatar image nastasache · Dec 16, 2013 at 10:39 AM 0
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You are welcome. If you wish to know how to improve a bit the network development speed (I am also a solo developer and I was in almost the same situation, loosing a lot of time with redoing lot of things to change something $$anonymous$$or sometimes), you can read also http://www.addframe.net/d/fpshootnet/FPShootNet.pdf. There are some notes about multiple Unity instances and SyncToy, I think this tool is very useful.

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