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Question by swissgamedev · Apr 10, 2017 at 12:39 PM · instantiate prefabmesh manipulation

Modifying mesh of my instance changes prefab also!

I'm currently experimenting with procedural meshes.

My starting block was created with a prefab. When I add more blocks (using the same prefab) and then combine the meshes of these blocks, the Prefab itself is changed by this also.

Is there a way to either modify/replace an instance mesh without changing the mesh of it's prefab or can I programatically detach an instance from its prefab so I can make modifications without impact on the prefabs?

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avatar image swissgamedev · Apr 09, 2017 at 04:20 PM 0
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I did see posts that mention "how to disconnect from prefab", but doing it through the editor menu or via UnityEditor.PrefabUtility.DisconnectPrefabInstance is not an option, since I need to be able to call it during level creation (dynamically at runtime) and not just while I'm in the editor.

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Answer by NoseKills · Apr 11, 2017 at 04:52 AM

If my memory serves me right, you can just get a reference to the Mesh, Instantiate it and replace the MeshFilter.mesh or .sharedMesh with the instantiated one in Start/Awake

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