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Sprite Shader
Sprite Shader
  • What is All In 1 Sprite Shader
  • Overview
  • First Steps (Must Read)
  • Render Pipeline And Post Processing Setup
  • Asset Component Features
  • Right Click Create Material
  • Asset Window
  • Textures Setup
  • Custom Sort Axis
  • Saving Prefabs
  • Sprite Atlases
  • How to animate effects
  • Scripting
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Scaled Time
  • UI Masking
  • 2D Renderer URP Lights
  • 3D Lights
  • Unified Outline
  • Render Material To Image
  • Compatibility with other assets
  • Effects and Properties Breakdown
  • Considerations
  • Running out of Shader Keywords
  • FAQ (Frequently Asked Questions)
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Saving Prefabs

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Last updated 7 months ago

By default this asset doesn’t save the Material you are using, instead it keeps it as part of the Scene in order to avoid having too many objects cluttering your project. This means that by default, when you turn a GameObject with an AllIn1SpriteShader material into a prefab, the prefab won’t render correctly since it doesn't have a reference to the Material inside the Project Asset files.

In order to save a Prefab you first need to save its Material. You can do so with the “Save Material to Folder” button that you’ll find on the asset component: