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Description
Describe the bug
Prefabs inside .vmaps break after editing the prefab. This occurs if a scene with a MapInstance .vmap referencing that prefab is open.
This bug mainly disturbs workflow, as you have to close any scenes referencing the prefab in order for it not to break after editing the prefab. Accidentally saving the scene while the map instance is broken will mean you have to delete the map instance and create a new one.
Depending on the network mode, you get different problems.
- If the network mode is "Network Snapshot", any components in the prefab lose property references to objects
- If the network mode is "Network Object", every prefab instance will duplicate, and any property references will point to one of the duplicates (presumably the "original")
To resolve this problem after encountering it, it is possible to reopen the scene without saving and it should work correctly again.
To Reproduce
- Compile a map containing at least one prefab and place a map instance referencing this map in a scene
- With that scene open, open the prefab and save it (CTRL+S)
- Start the scene and notice the prefab breaking.
Expected behavior
I expect prefabs inside map instances to reflect the changes made to the prefabs, without breaking when starting the game
Media/Files
repro project:
prefab_test.zip
example video: