Creating Prefabs

a) Folder where prefabs will be saved when creating prefabs using the asset.
You can set your own folder by clicking the button with three dots.

b) Naming type for text prefabs. Modes: Humanized Color String - The name of the prefab includes the name of the most suitable color, which is determined automatically. - Example of a name: "TextMeshPro white 12px". - Humanized Color HEX - The color is indicated in HEX format in the prefab name. Example of a name: "TextMeshPro #0C8CE9 12px". - Figma - The text is named the same as its component in Figma.

c) Button to create prefabs.

You can create prefabs for your imported objects under the following conditions:

  1. All your imported components have a SyncHelper component.

  2. You have not duplicated/copied game objects that contain the SyncHelper component.

You have two options for creating prefabs:

  1. You imported the entire frame and will create prefabs for the whole frame in automatic mode.

  2. You imported your Master Components from Figma, created prefabs for them, and only then imported your frames. In this case, during import, the asset will use the prefabs created by the asset to draw specific layout elements on the Canvas, while other elements will not be prefabs. This option is suitable if you want to create prefabs only for certain elements.

Before each attempt to create prefabs, the asset will automatically create a backup of your scene. For more information about backups, refer to the relevant section of this manual.

1

To start creating prefabs, go to the Figma Converter settings located on the canvas whose child objects you want to convert into prefabs.

2

Go to the "PREFAB CREATOR" tab. Configure the prefab creation options and click the "Create Prefabs" button.

3

After the algorithm runs for a while, you'll see a console message indicating that the prefabs were created successfully.

Keep in mind that if, after creating prefabs, you change the Image Component, Text Component, or Button Component and then perform an import using the existing prefabs, this will lead to errors during the layout import.

If there are already objects on your scene that are prefabs, but changes have been made to those same objects in Figma, and you want to update them on your scene - you can do so.

New objects will be added to your existing prefabs during the next import, but locally saved prefabs in the assets will not be updated.

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