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Releases: gabriel96x1/Multitude
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Multitude 0.1.0 — edit many prefabs, each in its own window
Multitude 0.1.0 — first release
Edit several prefab assets at the same time, each one in its own window, without touching the scene you
have open and without going through Unity's prefab stage.
This is the first published version, extracted from the game project it was built in.
Install
Pick one route. The .unitypackage puts the sources inside your project; the package routes install
it under Packages/. Installing both compiles the same types twice.
| Attached file | How to install |
|---|---|
Multitude-0.1.0.unitypackage |
drag it into the Unity Project window, or double click it with the project open. Lands in Assets/Multitude/ |
com.gabs.multitude-0.1.0.tgz |
Window > Package Manager > + > Add package from tarball... |
Or straight from git:
https://github.com/gabriel96x1/Multitude.git
in Window > Package Manager > + > Add package from git URL.... Pin a version with #v0.1.0.
Highlights
- One window per prefab. Hierarchy, isolated preview and component inspector, all independent
between windows: they can be docked or floated, and the layout of each one is remembered. - Isolated sessions. A prefab is loaded into its own preview scene and stays clean until you press
Apply; Revert reloads it from disk. Your scene, scene view, game view and prefab stage never
see anything from Multitude. - No silent overwrites. If the prefab changed on disk while the window was open, Apply compares the
file against the snapshot taken when the window opened and offers Overwrite, Keep editing or Reload
from disk. - Dirty close handling. Apply and close, Cancel (the window comes back with the session intact) or
Discard and close. - Rotating preview. Left drag orbits, right drag or
Alt+left pans, the wheel zooms,Fframes.
Double click an object in the hierarchy to frame it. - VFX in edit mode. Particle systems play with Play/Pause, Restart, Loop and a speed slider
(0.1x–2x), advanced by hand, so nothing depends on entering play mode. - Resizable panes. Draggable separators for the hierarchy width and the inspector height, remembered
per window, double click to reset.
Requirements
| Unity | 6000.6 (Unity 6.6) or newer |
| Render pipeline | tested with URP 17.6; nothing pipeline specific in the code |
| Platform | Editor only, no runtime assembly |
What is inside the .unitypackage
Editor/, package.json, README.md, CHANGELOG.md, LICENSE and licenses/. It does not
include the EditMode tests (install through the tarball or a git URL if you want to run them) nor
Documentation~/, because Unity ignores folders ending in ~ and they can never travel inside a
.unitypackage.
Known limits
- Ordinary prefabs and prefab variants. Model prefabs and missing assets are rejected with a message.
- Prefabs only: scenes and ScriptableObjects are out of scope.
- Custom inspectors that assume the prefab stage or the global selection may draw incompletely; the
window reports it instead of breaking. - Unsaved edits do not survive a script recompile or a domain reload; the window reloads the prefab from
disk. - The preview updates ~0.35 s after an edit, and while a session has unapplied changes the window
repaints a few times per second to keep up.
License
Dual licensed: LGPL-3.0 or AGPL-3.0, your choice per copy or distribution. Full texts are in
licenses/, the notice in LICENSE. LGPL-3.0 lets you ship Multitude inside a closed product as long
as the library itself — and any modification you make to it — stays under the LGPL and the user can
replace it. AGPL-3.0 is strong copyleft and also covers offering the tool as a service. Neither is
permissive in the MIT sense: modifications to the library stay open.
Feedback and bug reports: https://github.com/gabriel96x1/Multitude/issues