Unity 3D Cannot drag prefabs from project folder to scene - unity3d

On Unity 5.3.4f1 when I try to drag any prefab (for example the standard asset FPSController prefab) from my Project folder onto the scene or Hierchay I get no response.
The prefab isn't placed and my cursor stays in pointer mode throughout.
This happens to me on all sample and new projects with and without an empty scene.
My Unity is on a MacBook Pro running El Capitan 10.11.3

This happened with me sometimes, one way to solve this is to create a empty prefab manually. In case you don't know how to do it
GameObjects -> Create Prefab
Tell me if it helps.

Related

Prefabs not visible in unity scene

I bought an asset from unity store and installed XR interaction toolkit therein. Everything works fine. When I drag prefabs from another asset into the scene and deploy it into oculus quest 2, these prefabs become invisible.
I have tried giving these prefabs the same properties as that of the visible objects in the scene but nothing is working for me. does anyone have an idea of what I'm doing wrong?
I also created a game object (cube) but it's not also visible when I deployed it. This suggests that the problem is not the prefabs that I'm trying to add to the scene

Unity 3D Shader Doesn't appear on VR mode

We have two scene, in one scene we create level design and mechanics for VR in runtime, and other scene we use SteamVR for VR mode. Shader show up in editor scene but doesn't work in VR scene.
Thank you for your answers,
Actually it was a save load problem. We use 3th party asset from unity asset store (Runtime Save & Load) and SceneAssetLibrary.asset that hold scene asset references was overwritten when worked on scene. So we revert that file thus it worked again.

Unity deforms every prefab that I create

I have problem with Unity prefabs. Every time I create a nice looking UI in main scene and I want to store it as prefab for later usage if I open this prefab it's deformed(random cliping, moved UI elements in different directions, ... such a mess). If I try to fix this prefab in prefab editor to make it nice looking like before and then if I insert this back to scene it's totally unusable. It creates bigger mess than before in prefab editor... I don't know what to do. Editor throws no errors btw.
In first image is nice looking UI(example already created). In 2nd image is prefab editor. Text is totally out of panel and 3rd is from back in scene (means removed old one UI and place stored prefab from folder) the panel is gone.
Imgur - images are orded by scene to prefab editor and back to scene
On those images you can see a 3 elements... but if I make more complex UI, it's clipping through each other in prefab editor and also back in scene.
Unity version: 2019.1.7f1

How to replace model without a prefab file?

I'm new to ARCore and followed this article: https://haptic.al/arcore-101-fa6f93d4c003 to add a model with animation and see it with my phone camera.
I switched the model from the article (kitty) with a ball that I downloaded from Unity assets store, I just replaced the previous prefab object with the new one from the ball package that I imported.
Everything works fine, but now I want to download other model from the Unity store and I see that some models don't include the prefabs folder or a prefab file inside the the model package.
Is there another way to switch my current model with a new one without being use the prefab file?
Thank you.
Even if the downloaded file doesn't contain a prefab you can still create your own prefab by placing the object in the scene (.fbx, .obj files etc.) adding whatever materials you want it to have, and then dragging the name from the Hierarchy panel into the Project panel. The name in the hierarchy panel should turn blue if you've made a prefab successfully.
Note: you don't need a prefab to put something in the scene, a prefab represents an object that has a particular state saved instead of the defaults (transform rotation, materials, colliders, etc.). If you add things to an object and save that object as a prefab then whenever you place that prefab into the scene it will have those components still attached.

Unity3d saved as prefab, readding removes meshes

In Unity3d I found the feature of saving GameObjects through dragging them from the Hierarchy into the Assets Folder. I'm using this to test stuff in a different scene.
Strangely, I it doesn't work with this one properly:
after readding it, all meshes are missing:
Do you know how to fix this?
Is there a possibility to move gameObjects, maybe through code, from one scene to another one(in editor)?
It is possible to move GameObject from one scene to another by using DontDestroyOnLoad, if you need to do so in runtime.