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UNI-4964: Final corrections based on PR comments
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com.unity.formats.fbx/Documentation~/prefabs.md

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@@ -96,7 +96,7 @@ When converting to an FBX Linked Prefab, the following window opens, displaying
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To convert existing Linked Prefabs to FBX Linked Prefabs, follow these steps:
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1. Fix any name discrepancies that were previously handled by the name remapping functionality for Linked Prefabs before converting. FBX Linked Prefabs do not handle name remapping. If you start to add game logic to components, and then the objects in the FBX get renamed, you are at risk of losing the components. This can happen because the old GameObjects are deleted and new objects with the new names are added in their place.
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1. Fix any name discrepancies before converting. FBX Linked Prefabs do not handle name remapping. If you start to add game logic to components, and then the objects in the FBX get renamed, you are at risk of losing the components. This can happen because the old GameObjects are deleted and new objects with the new names are added in their place.
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2. Right-click the Linked Prefab file and select **Convert to FBX Linked Prefab** from the context menu.
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com.unity.formats.fbx/Documentation~/troubleshooting.md

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@@ -29,7 +29,7 @@ Before exporting the animated skinned Mesh, make sure that:
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* The skinned mesh animation is not being previewed in the Animation of Timeline windows, as this may cause issues on export.
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* The original Rig's FBX does not contain animation.
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**NOTE**: It is currently not possible to fix this issue in Unity. You need to separate your animation from the Rig in a separate modeling software such as Autodesk® Maya® first.
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<a name="OverwritingFiles"></a>
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## Overwriting FBX files
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In some situations, overwriting an FBX file used by an FBX Linked Prefab instance may lead to unexpected results, such as additional objects being added to the Prefab hierarchy.
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## Overwriting FBX files
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For this reason, we recommend not to overwrite an FBX file that is used by an FBX Linked Prefab.
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If you have a Variant of an FBX Model, avoid exporting your Variant to the FBX file; otherwise your changes might be applied twice after the export. For example, if your Variant adds an object, then after exporting, you'll have two copies of the object: the one in the new FBX Model you just exported, plus the one that you had previously added to the Variant.
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