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Question by D-Coy · Oct 10, 2018 at 05:23 PM · editoreditor scripting

selecting prefab from project window with Editor script

Hi, struggling with this. I need to select a prefab from the project window as I want to populate my scene with prefabs when running an Editor script. Trying variations of this: prefab example is called 'eyes'

 using UnityEngine;
 using UnityEditor;
 //#pragma warning disable
 
 public class buildAssetsForFace : MonoBehaviour
 {
     [MenuItem("Examples/Instantiate Selected")]
     static void cheese()
     {
         Selection.activeObject = AssetDatabase.LoadMainAssetAtPath("Assets/prefab/" + eyes + ".prefab");
     }
 }

from here

https://answers.unity.com/questions/37180/how-to-highlight-or-select-an-asset-in-project-win.html

But its super old and perhaps not relevant anymore

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Answer by D-Coy · Oct 11, 2018 at 11:43 AM

For anyone else struggling with this

 using UnityEngine;
 using UnityEditor;
 //#pragma warning disable
 
 public class buildAssetsForFace : MonoBehaviour
 {
     [MenuItem("Examples/Instantiate Selected")]
 
     static void populatePrefab()
     {
         GameObject Eyes = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/prefab/eyes.prefab", typeof(GameObject));
         GameObject clone = PrefabUtility.InstantiatePrefab(Eyes) as GameObject;
     }
 }
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