Random feedback while working with the editor:
Because i cannot edit the scale of a sprite in the editor, I’m forced to wrap it in a game object. But! I’d like to work on a “prefab” game object and then instantiate it multiple times in my root collection (during scene design, not at runtime). I’m currently having two problems when trying to use a collection as a prefab:
- I’m trying to change the Default Animation (or any component property) of a sprite component in one instance of my prefab collection and, instead of the property turning blue, meaning it’s only overriden for the current instance, it changes the animation in the collection itself, changing all my instances.
- Collections cannot be parented to another game object. If I used a game object as my “prefab”, that would be ok, but there are situations when you realise that a game object is not enough and you’d wish to refactor it to a collection. This limitation prevents that refactor in some cases.