Search Issue Tracker
By Design
Votes
0
Found in
2019.2.0a10
Issue ID
1138054
Regression
No
Applied nested prefab instance in prefab mode is duplicated in variant instance in the scene
Steps:
1. Create the three prefab assets ('Root', 'Nestee1', 'Nestee2') and instantiate their instances
2. Add Nestee2 to Nestee1 and add Nestee1 to Root in the Hierarchy
3. Apply Nestee1 to Root
4. Create a variant of 'Root' prefab asset (with name 'Root Variant')
5. Instantiate Root variant asset
6. Drag 'Root' asset on top of 'Root Variant' asset and agree to replace anyway
==>
So, we replaced Variant asset with the Base asset and we have two identical Base instances in the Hierarchy
7. Open 'Root' asset and apply Nestee2 to Nestee1 asset
8. Back to the Scenes
==>
Previously Variant instance has two Nestee2 instances
Please take a look into attached movie for details
Also Repro in 2019.1.0b9 (9e7a9bd9b727), Version 2018.3.0b1 (7f2ac4f15f13)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rigidbody2D.Slide API does not have the needed configuration when creating a 2D Top-Down character controller
- Opening reference for "Playables"component redirects to a missing page
- Sprite Renderer image is changed when switching Mask Interaction and changing Sprite to a shared Sprite
- An unsigned integer is not compared with an integer correctly in player when using IL2CPP backend
- Graphical artifacts are being rendered in Scenes that are loaded during run-time when GPU Resident Drawer is turned on
Resolution Note:
This is by design. The inner most prefab is considered and added prefab to the middle prefab but at the root. Since the root of the second prefab is not modified the inner prefab is still considered as added there and at the same time the middle prefab also get the objects added, this is why they appear twice in the second prefab.