Our case could be kind of specific, but I’ll try to explain it anyway.
Basically we have different maps of the game’s different worlds, like most mobile games, with 20 levels on each. Between each of these levels, we have paw prints that we animate when you’ve finished a level – Finishing level 1 makes the pawprints between 1 and 2 show up.
Each paw template consists of 4 paw print nodes and by using templates all referencing becomes easier, as the paws can have the same name.
Example: cat_track1/paw_1 and cat_track2/paw_1
Without templates we’d have to give every single paw print a unique name (right?); so we’d have paw_1 to paw_80, and we’d have to state to level_1 uses paw_1 to paw_4, level_2 uses paw_5 to paw_9 and so on… Which felt overcomplicated.
Also, as you can see on the image, each paw needs to be placed individually in order to follow the road, which is where our problem came up. Our thought was that we would only need to place the paws on their correct positions in the Default layout, since we thought the others would inherit those overriden values.
We we’re able to get around this, through a bug, I guess. If you are editing a layout that’s not Default, and then add a new layout, the new layout’s template nodes will inherit the values from your current layout, instead of the template’s standard values (which is exactly what we wanted).
I’ve noticed that this does not happen if you add layouts while editing the Default layout, so it doesn’t simply inherit the values from the layout ‘above’ in the hierarchy. So, in our case, we had to place the paw prints properly in the Default layout and a second layout; and then we were able to inherit values from the second one.
Hope that brings some clarity to our situation