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  • Two questions: Prefab thumbnail & SkelRend inspector update

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Thanks for the quick response Harald.

The first problem was fixed by the runtime update (thanks).

Even with the latest runtime, I tested the builds with and without the fix box checked, but didn't matter the files would still be reimported and checked out in perforce when making a build. My understanding of the problem is that you're doing a preprocess build (to destroy this preview mesh) which causes the asset to import through the asset database, and postprocess (to reset them). This the the problem that is causing the reimport of these assets and Unity to checkout these assets during this process. Perforce doesn't exclusively lock the files, but does visibly show the file is checkout by others. The users need to monitor these checkouts to monitor who else is modifying and notify them.

I think my solution right now is to disable this HAS_ON_POSTPROCESS_PREFAB define and have our artists endure the lack of prefab previews. While not great, I checked with the artists and they OK with losing to prefab preview to fix these checkout issues. Ideally, I'd think there'd be a HideFlag config somewhere that could fix this? I did try with DontSave | HideInInspector combination, but yeah ran into errors being thrown when included in the build as others mentioned. Maybe we could have a runtime scriptable object lookup mesh cache library that could be created? Regardless, I'll move forward with this disabled and our use case maybe is just an outlier. I wanted to check with you first to see if there was maybe something else we could try to work around our problem. I'd rather have time be spent on other things if there's not an easy solution (like multithreading :yuno: 😉 )

bklooster escribió

The first problem was fixed by the runtime update (thanks).

Glad to hear, thanks for checking.

Regarding the second issue: sorry to hear that it still persists after the update. It's unfortunate that the Unity Perforce integration checks out the prefab file, just to write the same file content to it. Perhaps your could add a "Revert if unchanged" call automatically afterwards?

After reading your original posting again, I noticed that your problem was just with the build automation (during pre- and post build steps) and not with normal workflow. If you only need to prevent this problem, you could theoretically get away with "best of both worlds" at the cost of increased build-size by just disabling HAS_ON_POSTPROCESS_PREFAB in the SpineBuildProcessor.cs file. This way you should still get previews, it's just that the generated meshes are added to your build size, which could be OK for intermediate test builds.