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Make it works in the Prefab Mode #8

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5argon opened this issue Apr 27, 2019 · 0 comments
Closed

Make it works in the Prefab Mode #8

5argon opened this issue Apr 27, 2019 · 0 comments

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@5argon
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5argon commented Apr 27, 2019

Increasingly it is very useful to design a UI in the prefab mode, when you planning to assemble multiple UI to a single scene instead of doing multi scene like before.

If those pieces are full screen panel, likely that they will be with SafeAreaPadding. So, I would like to make this work in the prefab mode. What's the problem ?

  • The overlay is added as a hidden + not saved prefab to the hierarchy tree. How to make that appears in the prefab mode hierarchy tree cleanly?
  • The problem is the overlay is a new canvas which is possible to spawn independenly as a sibling when outside of prefab mode. In the prefab mode however it is only possible to have 1 top level canvas (the editing object). Then we need a new code path that sandwich our overlay Canvas in the top level Canvas in the case of prefab mode overlay.
  • What will happen to the overlay when we drill down and come back? Ideally I want it destroy and recreated on the next layer/previous layer in the case of coming back. So the state will still be synched with the Notch Simulator check box.
  • Exiting the prefab mode should resume the overlay behaviour in the outside mode accordingly, the overlay that was inside the prefab must be destroyed.
@5argon 5argon closed this as completed May 24, 2019
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