![]() ![]() The Whitehead camp was set up in Wu Kai Sha, Sha Tin District, to accommodate 28,000. Another closed camp was set up in Cape Collinson. Plans for a second camp, at Hei Long Chau, were initiated at the end of July, shortly after the arrival of 1,523 refugees in the month. The Chimawan Detention Centre would become the first closed camp after the Government passed the Immigration (Amendment) Bill 1982, set up on 2 July. In June 1979, a camp was set up on a site adjacent to the Police station at Sham Shui Po (closed March 1981), another was opened at Jubilee (closed November 1980) the Government opened the former Argyle Street Army camp to accommodate an estimated 20,000 refugees the Kai Tak East camp was set up to house an estimated 10,000 a 23-storey factory building in Tuen Mun to house an additional 16,000 was set up, temporary facilities were established at the Government Dockyard and Western Quarantine Anchorage. On 29 June 1979, some refugees cut the anchor chain, causing the 3,500-ton ship to drift into rocks near Lamma Island, and sink. ![]() The conditions were regarded as being superior to some terrestrial "transit camps". Some 2,600 refugees aboard the vessel Skyluck which arrived on 7 February 1979 were refused the right to land due to a shortage of facilities, and were kept on board the vessel for over 4 months. Updated to include improved prefab features - Nested Prefabs and Prefab Variants added in 2018.The first batch of 3,743 refugees in 1975 had been settled in a civilian refugee camp in Chatham Road pending their resettlement. ![]() The player’s main character - the player prefab might be placed at the starting point on each level (separate Scenes) of your game. Projectiles - for example a pirate’s cannon might instantiate a cannonball Prefab each time it is fired. They may differ (using overrides) in the speed they move, or the sound they make. Non-player characters (NPCs) - for example a certain type of robot may appear in your game multiple times, across multiple levels. Some common examples of Prefab use include:Įnvironmental Assets - for example a certain type of tree used multiple times around a level (as seen in the screenshot above). You should also use Prefabs when you want to instantiate GameObjects at runtime that did not exist in your Scene at the start - for example, to make powerups, special effects, projectiles, or NPCs appear at the right moments during gameplay. You can also create variants of Prefabs which allow you to group a set of overrides together into a meaningful variation of a Prefab. You can override settings on individual prefab instances if you want some instances of a Prefab to differ from others. However, this does not mean all Prefab instances have to be identical. You can nest Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels. This is better than simply copying and pasting the GameObject, because the Prefab system allows you to automatically keep all the copies in sync.Īny edits that you make to a Prefab Asset are automatically reflected in the instances of that Prefab, allowing you to easily make broad changes across your whole Project without having to repeatedly make the same edit to every copy of the Asset. When you want to reuse a GameObject configured in a particular way – like a non-player character (NPC), prop or piece of scenery – in multiple places in your Scene, or across multiple Scenes in your Project, you should convert it to a Prefab. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. ![]() Think of each unique Scene file as a unique level. The Prefab Asset acts as a template from which you can create new Prefab instances in the Scene A Scene contains the environments and menus of your game. More info See in Glossary complete with all its components, property values, and child GameObjects as a reusable Asset. A GameObject’s functionality is defined by the Components attached to it. Unity’s Prefab system allows you to create, configure, and store a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]()
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