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Question by Ark_Revan · May 18, 2017 at 11:02 AM · editorprefabscript.editor-scriptingsave

How to modify prefab permanently via script.

Hi,

I'm currently working on a project where I need to improve/magnify a 3D model built via SketchUp.

One of the way to improve it, is to add animation on some object. For Instance, I created some animation so the doors now open when the Player come near by.

Right now, I have a small script that allow me to replace all the "standard door" by my Animated_Door at RUNTIME ( which works well and is quite... ugly ? ).

 GameObject[] allObjects = GameObject.FindGameObjectsWithTag("Untagged");
         
         for(int i = 0; i<(allObjects.Length); i++){
             if (allObjects[i].name.Contains("door") == true)
             {
                 GameObject frontDoor = Instantiate((GameObject)Resources.Load("FrontDoor"));
                 frontDoor.transform.SetPositionAndRotation(allObjects[i].transform.position, allObjects[i].transform.rotation);
                 DestroyObject(allObjects[i]);
             }
         }

So here's my question. Is there any way to directly modify the prefab I receive( the only thing I know about the prefab I receive is its name ) via a script that would add the animation component in editor where I can save the change. A script that I could run each time I receive a new model so I don't have to change it manually again & again.

I found some things about UnityEditor & PrefabUtility.ReplacePrefab but I'm not sure it will work like intended ( Never used either and I can't find a good (not deprecated) tutorial).

Thanks for reading so far.

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