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Question by michal_k · Nov 15, 2015 at 07:06 PM · script.prefabs

Would it be possible and is it a good idea? [Loading prefabs by name]

Hi,

would it be possible to make something like below?

  1. I am in editor mode (not play mode).

  2. I have a directory like MyPrefabs/Ships and MyPrefabs/Weapons with simple prefabs there.

  3. I have an input field in a custom inspector where I specify searchdirectory "MyPrefabs" and press a custom button which finds all *.prefab files in this directory.

  4. I create a text file which is a textfile with a C# enum definition. It is a "flat list" of all prefabs prefixed with directory which looks something like this:

        enum AllPrefabs {
        WeaponsWeapon1,
        WeaponsWeapon2,
        ...
        ShipsSomeShip,
        ShipsBigShip
        }
            

  5. I have a class with dictionary of prefabs, mapped by enum AllPrefabs -> Gameobject reference for prefab. Then I get each prefab from point 3. using

  AssetDatabase.LoadAllAssetsAtPath
 
and assign it by decoded String path as enum name.


6). I have all refences set up, BEFORE runtime, so I don't need to put everything in Resources folder (or am I wrong?) and now I can do

 Gameobject prefab =
    PrefabManager.getByName(AllPrefabs.WeaponsWeapon1);
    Instantiate(prefab, position,
    rotation);  

Would it be possible? It would be the same as assignin it all manually but using a script unless I'm missing something.

Thanks for answering.

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