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VFX Toolkit
VFX Toolkit
  • What is All In 1 VFX Toolkit
  • Overview
  • Setup and Render Pipelines
  • First Steps (Must Read)
  • Asset Component Features
  • Shader Structure and Usage
  • Advanced Configuration and Key Rendering Concepts
  • Particle System Helper Component
  • Asset Window
  • Textures Setup
  • Saving Prefabs
  • Screen Distortion and Creating Distortion Maps
  • Custom Vertex Streams and Custom Data Auto Setup
  • How to Animate Materials
  • Custom Scaled Time
  • Scripting
  • Visual Effect Graph (Vfx Graph)
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Render Material To Image
  • Premade Textures, Meshes and Materials
  • Helper Scripts and Other Utilities
  • Lit Shader
  • Effects and Properties Breakdown
  • Custom Gradient Property Drawer
  • Running out of Shader Keywords
  • Considerations
  • FAQ (Frequently Asked Questions)
  • Credits
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Saving Prefabs

PreviousTextures SetupNextScreen Distortion and Creating Distortion Maps

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 AllIn1VfxShader 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: