public sealed class PrefabAssetA prefab, compiled. The instantiate plan doc 04 asks for, in a form that can be shipped.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The same content as a scene, with one root and a different life. A scene is loaded once and unloaded; a prefab is stamped out repeatedly, so what a game wants from this is not entities but a Prefab — the template world that makes an instantiation a row copy per archetype.
⚠ Building the template costs one instantiation, and that is deliberate. ToPrefab makes the entities in a staging world and captures them, so the asset carries no second description of what a template is and there is nothing to keep in step. It is paid once per prefab asset, at load, against every instantiation for the rest of the process — and the alternative, a capture format of its own, is a second serialiser for the same components with its own way of being subtly different.
Fields and properties (4)
public const int CurrentThe version this build writes and reads.
public int VersionWhich version of the compiled form this is.
public string NameWhat the prefab is called.
public SceneContent ContentIts entities, rooted in exactly one of them.
Methods (2)
public Prefab ToPrefab()Builds the template a game instantiates from.
public Entity Instantiate(World world, LocalTransform? at = null)Stamps out one instance, without keeping the template.
Used by (7)
- SceneAssetTestsVixen.Engine.Tests
- TypeRegistrationVixen.Engine
- Vixen_Engine_Scenes_PrefabAssetSerializerVixen.Engine
- CompiledSceneViewVixen.Editor.AssetEditors
- SceneCompilerVixen.Editor.Assets
- SceneImporterVixen.Editor.Assets
- SceneImporterTestsVixen.Editor.Assets.Tests