Prefab
How do I use Prefab
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: InstantiateCube.cs
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12 void OnClick()
13 {
14 if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
15 {
16 // only use PhotonNetwork.Instantiate while in a room.
17 return;
18 }
19
20 switch (InstantiateType)
21 {
22 case 0:
23 PhotonNetwork.Instantiate(Prefab.name, this.transform.position + 3*Vector3.up, Quaternion.identity, 0);
24 break;
25 case 1:
26 PhotonNetwork.InstantiateSceneObject(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0, null);
27 break;
28 }
29 }
File name: HubGui.cs
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28 void OnGUI()
29 {
30 GUI.skin = this.Skin;
31 GUILayout.Space(10);
32
33 GUILayout.BeginHorizontal();
34 GUILayout.Space(10);
35 scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(320));
36
37 GUILayout.Label("Basics", m_Headline);
38 if (GUILayout.Button("Demo Boxes", GUILayout.Width(280)))
39 {
40 demoDescription = "
41 demoBtn = new DemoBtn() { Text = "Start", Link = "DemoBoxes-Scene" };
42 }
43 if (GUILayout.Button("Demo Worker", GUILayout.Width(280)))
44 {
45 demoDescription = "
46 demoBtn = new DemoBtn() { Text = "Start", Link = "DemoWorker-Scene" };
47 }
48 if (GUILayout.Button("Movement Smoothing", GUILayout.Width(280)))
49 {
50 demoDescription = "
51 demoBtn = new DemoBtn() { Text = "Start", Link = "DemoSynchronization-Scene" };
52 }
53
54 GUILayout.Label("Advanced", m_Headline);
55 if (GUILayout.Button("Ownership Transfer", GUILayout.Width(280)))
56 {
57 demoDescription = "
58 this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChangeOwner-Scene" };
59 this.webLink = new DemoBtn();
60 }
61 if (GUILayout.Button("Pickup, Teams, Scores", GUILayout.Width(280)))
62 {
63 demoDescription = "
64 this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoPickup-Scene" };
65 this.webLink = new DemoBtn();
66 }
67
68 GUILayout.Label("Feature Demos", m_Headline);
69 if (GUILayout.Button("Chat", GUILayout.Width(280)))
70 {
71 demoDescription = "
72 this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChat-Scene" };
73 this.webLink = new DemoBtn();
74 }
75 if (GUILayout.Button("RPG Movement", GUILayout.Width(280)))
76 {
77 demoDescription = "
78 this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoRPGMovement-Scene" };
79 this.webLink = new DemoBtn();
80 }
81 if (GUILayout.Button("Mecanim Animations", GUILayout.Width(280)))
82 {
83 demoDescription = "
84 this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoMecanim-Scene" };
85 this.webLink = new DemoBtn();
86 }
87 if (GUILayout.Button("2D Game", GUILayout.Width(280)))
88 {
89 demoDescription = "
90 this.demoBtn = new DemoBtn() { Text = "Start", Link = "Demo2DJumpAndRunWithPhysics-Scene" };
91 this.webLink = new DemoBtn();
92 }
93 if (GUILayout.Button("Friends & Authentication", GUILayout.Width(280)))
94 {
95 demoDescription = "
96 this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoFriends-Scene" };
97 this.webLink = new DemoBtn();
98 }
99
100 GUILayout.Label("Tutorial", m_Headline);
101 if (GUILayout.Button("Marco Polo Tutorial", GUILayout.Width(280)))
102 {
103 demoDescription = "
104 this.demoBtn = new DemoBtn() { Text = "Start", Link = "MarcoPolo-Scene" };
105 this.webLink = new DemoBtn() { Text = "Open Tutorial (www)", Link = "http://tinyurl.com/nmylf44" };
106 }
107 GUILayout.EndScrollView();
108
109 GUILayout.BeginVertical(GUILayout.Width(Screen.width - 345));
110 GUILayout.Label(demoDescription);
111 GUILayout.Space(10);
112 if (!string.IsNullOrEmpty(this.demoBtn.Text))
113 {
114 if (GUILayout.Button(this.demoBtn.Text))
115 {
116 Application.LoadLevel(this.demoBtn.Link);
117 }
118 }
119 if (!string.IsNullOrEmpty(this.webLink.Text))
120 {
121 if (GUILayout.Button(this.webLink.Text))
122 {
123 Application.OpenURL(this.webLink.Link);
124 }
125 }
126 GUILayout.EndVertical();
127
128
129 GUILayout.EndHorizontal();
130 }
File name: WorkerInGame.cs
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13 public void Awake()
14 {
15 // in case we started this demo with the wrong scene being active, simply load the menu scene
16 if (!PhotonNetwork.connected)
17 {
18 Application.LoadLevel(WorkerMenu.SceneNameMenu);
19 return;
20 }
21
22 // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
23 PhotonNetwork.Instantiate(this.playerPrefab.name, transform.position, Quaternion.identity, 0);
24 }
File name: ClickDetector.cs
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7 void Update()
8 {
9 // if this player is not "it", the player can't tag anyone, so don't do anything on collision
10 if (PhotonNetwork.player.ID != GameLogic.playerWhoIsIt)
11 {
12 return;
13 }
14
15 if (Input.GetButton("Fire1"))
16 {
17 GameObject goPointedAt = RaycastObject(Input.mousePosition);
18
19 if (goPointedAt != null && goPointedAt != this.gameObject && goPointedAt.name.Equals("monsterprefab(Clone)", StringComparison.OrdinalIgnoreCase))
20 {
21 PhotonView rootView = goPointedAt.transform.root.GetComponent
22 GameLogic.TagPlayer(rootView.owner.ID);
23 }
24 }
25 }
File name: RandomMatchmaker.cs
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24 void OnJoinedRoom()
25 {
26 GameObject monster = PhotonNetwork.Instantiate("monsterprefab", Vector3.zero, Quaternion.identity, 0);
27 monster.GetComponent
28 myPhotonView = monster.GetComponent
29 }
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PhotonConverter.cs
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120 public static void PickFolderAndConvertScripts()
121 {
122 string folderPath = EditorUtility.OpenFolderPanel("Pick source folder to convert", Directory.GetCurrentDirectory(), "");
123 if (string.IsNullOrEmpty(folderPath))
124 {
125 EditorUtility.DisplayDialog("Script Conversion", "No folder was selected. No files were changed. Please start over.", "Ok.");
126 return;
127 }
128
129 bool result = EditorUtility.DisplayDialog("Script Conversion", "Scripts in this folder will be modified:\n\n" + folderPath + "\n\nMake sure you have backups of these scripts.\nConversion is not guaranteed to work!", "Backup done. Go!", "Abort");
130 if (!result)
131 {
132 return;
133 }
134
135 List
136 ConvertScripts(scripts);
137
138 EditorUtility.DisplayDialog("Script Conversion", "Scripts are now converted to PUN.\n\nYou will need to update\n- scenes\n- components\n- prefabs and\n- add \"PhotonNetwork.ConnectWithDefaultSettings();\"", "Ok");
139 }
File name: PhotonViewInspector.cs
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21 public override void OnInspectorGUI()
22 {
23 #if UNITY_3_5
24 EditorGUIUtility.LookLikeInspector();
25 #endif
26 //EditorGUI.indentLevel = 1;
27
28 m_Target = (PhotonView)this.target;
29 bool isProjectPrefab = EditorUtility.IsPersistent(m_Target.gameObject);
30
31 if( m_Target.ObservedComponents == null )
32 {
33 m_Target.ObservedComponents = new System.Collections.Generic.List
34 }
35
36 if( m_Target.ObservedComponents.Count == 0 )
37 {
38 m_Target.ObservedComponents.Add( null );
39 }
40
41 EditorGUILayout.BeginHorizontal();
42 // Owner
43 if (isProjectPrefab)
44 {
45 EditorGUILayout.LabelField("Owner:", "Set at runtime");
46 }
47 else if (m_Target.isSceneView)
48 {
49 EditorGUILayout.LabelField("Owner", "Scene");
50 }
51 else
52 {
53 PhotonPlayer owner = m_Target.owner;
54 string ownerInfo = (owner != null) ? owner.name : "
55
56 if (string.IsNullOrEmpty(ownerInfo))
57 {
58 ownerInfo = "
59 }
60
61 EditorGUILayout.LabelField("Owner", "[" + m_Target.ownerId + "] " + ownerInfo);
62 }
63
64 // ownership requests
65 EditorGUI.BeginDisabledGroup(Application.isPlaying);
66 m_Target.ownershipTransfer = (OwnershipOption)EditorGUILayout.EnumPopup(m_Target.ownershipTransfer, GUILayout.Width(100));
67 EditorGUI.EndDisabledGroup();
68
69 EditorGUILayout.EndHorizontal();
70
71
72 // View ID
73 if (isProjectPrefab)
74 {
75 EditorGUILayout.LabelField("View ID", "Set at runtime");
76 }
77 else if (EditorApplication.isPlaying)
78 {
79 EditorGUILayout.LabelField("View ID", m_Target.viewID.ToString());
80 }
81 else
82 {
83 int idValue = EditorGUILayout.IntField("View ID [1.."+(PhotonNetwork.MAX_VIEW_IDS-1)+"]", m_Target.viewID);
84 m_Target.viewID = idValue;
85 }
86
87
88
89 // Locally Controlled
90 if (EditorApplication.isPlaying)
91 {
92 string masterClientHint = PhotonNetwork.isMasterClient ? "(master)" : "";
93 EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, m_Target.isMine);
94 }
95
96
97
98 //DrawOldObservedItem();
99 ConvertOldObservedItemToObservedList();
100
101
102 // ViewSynchronization (reliability)
103 if (m_Target.synchronization == ViewSynchronization.Off)
104 {
105 GUI.color = Color.grey;
106 }
107
108 EditorGUILayout.PropertyField( serializedObject.FindProperty( "synchronization" ), new GUIContent( "Observe option:" ) );
109
110 if( m_Target.synchronization != ViewSynchronization.Off &&
111 m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0 )
112 {
113 GUILayout.BeginVertical( GUI.skin.box );
114 GUILayout.Label( "Warning", EditorStyles.boldLabel );
115 GUILayout.Label( "Setting the synchronization option only makes sense if you observe something." );
116 GUILayout.EndVertical();
117 }
118
119 /*ViewSynchronization vsValue = (ViewSynchronization)EditorGUILayout.EnumPopup("Observe option:", m_Target.synchronization);
120 if (vsValue != m_Target.synchronization)
121 {
122 m_Target.synchronization = vsValue;
123 if (m_Target.synchronization != ViewSynchronization.Off && m_Target.observed == null)
124 {
125 EditorUtility.DisplayDialog("Warning", "Setting the synchronization option only makes sense if you observe something.", "OK, I will fix it.");
126 }
127 }*/
128
129 DrawSpecificTypeSerializationOptions();
130
131 GUI.color = Color.white;
132 DrawObservedComponentsList();
133
134 // Cleanup: save and fix look
135 if (GUI.changed)
136 {
137 EditorUtility.SetDirty(m_Target);
138 PhotonViewHandler.HierarchyChange(); // TODO: check if needed
139 }
140
141 GUI.color = Color.white;
142 EditorGUIUtility.LookLikeControls();
143 }
File name: PhotonViewInspector.cs
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345 private static GameObject GetPrefabParent(GameObject mp)
346 {
347 #if UNITY_2_6_1 || UNITY_2_6 || UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4
348 // Unity 3.4 and older use EditorUtility
349 return (EditorUtility.GetPrefabParent(mp) as GameObject);
350 #else
351 // Unity 3.5 uses PrefabUtility
352 return PrefabUtility.GetPrefabParent(mp) as GameObject;
353 #endif
354 }
File name: NetworkingPeer.cs
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2228 internal Hashtable SendInstantiate(string prefabName, Vector3 position, Quaternion rotation, int group, int[] viewIDs, object[] data, bool isGlobalObject)
2229 {
2230 // first viewID is now also the gameobject's instantiateId
2231 int instantiateId = viewIDs[0]; // LIMITS PHOTONVIEWS&PLAYERS
2232
2233 //TODO: reduce hashtable key usage by using a parameter array for the various values
2234 Hashtable instantiateEvent = new Hashtable(); // This players info is sent via ActorID
2235 instantiateEvent[(byte)0] = prefabName;
2236
2237 if (position != Vector3.zero)
2238 {
2239 instantiateEvent[(byte)1] = position;
2240 }
2241
2242 if (rotation != Quaternion.identity)
2243 {
2244 instantiateEvent[(byte)2] = rotation;
2245 }
2246
2247 if (group != 0)
2248 {
2249 instantiateEvent[(byte)3] = group;
2250 }
2251
2252 // send the list of viewIDs only if there are more than one. else the instantiateId is the viewID
2253 if (viewIDs.Length > 1)
2254 {
2255 instantiateEvent[(byte)4] = viewIDs; // LIMITS PHOTONVIEWS&PLAYERS
2256 }
2257
2258 if (data != null)
2259 {
2260 instantiateEvent[(byte)5] = data;
2261 }
2262
2263 if (this.currentLevelPrefix > 0)
2264 {
2265 instantiateEvent[(byte)8] = this.currentLevelPrefix; // photonview's / object's level prefix
2266 }
2267
2268 instantiateEvent[(byte)6] = this.ServerTimeInMilliSeconds;
2269 instantiateEvent[(byte)7] = instantiateId;
2270
2271
2272 RaiseEventOptions options = new RaiseEventOptions();
2273 options.CachingOption = (isGlobalObject) ? EventCaching.AddToRoomCacheGlobal : EventCaching.AddToRoomCache;
2274
2275 this.OpRaiseEvent(PunEvent.Instantiation, instantiateEvent, true, options);
2276 return instantiateEvent;
2277 }
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