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Question by briank · Dec 31, 2017 at 03:09 AM · prefabeditor-scripting

Removing game object from scene in editor script

I have an editor script that's purpose is to create and save a prefab asset. I don't want to actually add this prefab to the scene (saving it to the assets is enough).

However, PrefabUtility.CreatePrefab has the side effect of instantiating the object in the scene.

I don't see a way to prevent CreatePrefab from doing this, so how can i remove the GO it instantiated from the scene?

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Answer by Lysander · Dec 31, 2017 at 05:08 AM

Have you just tried using DestroyImmediate on the returned GameObject, but disallow destroying assets? I've never used PrefabUtility.CreatePrefab, so I had no idea it instantiated a copy immediately in the scene, but Unity has a tendency to return instantiated objects immediately, so there's a slight chance the returned object may be the instance rather than the prefab itself.

If that's not the case, I don't think Unity keeps track of 'last instantiated object' anywhere, so the only thing I can really think of is to iterate over every single GameObject in the scene (just use FindObjectsOfType(typeof(GameObject))) and use PrefabUtility.GetPrefabParent() and reference-check that against the prefab you just made (and should still have the reference to).

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avatar image briank · Dec 31, 2017 at 06:27 AM 0
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DestroyImmediate(foo, false) didn't do the trick...

"Destroying assets is not permitted to avoid data loss.
If you really want to remove an asset use DestroyImmediate (theObject, true);"

I'll try iterating through the scene and checking prefab references. Will report back if that works, sounds promising. Just wish there was a simpler way!!
Thanks!

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