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Question by DaveA · Jul 28, 2010 at 10:28 PM · meshprefab

How to get at the 'status' of a game object?

You know how normal game objects created from Prefabs (like imported Meshes), in the Hierarchy, their names are in a blue font, right? And if you change that GO enough, it 'destroys' the Prefab, and the name is now black. And if you managed to mess up your library, the name is dark red or brown.

So, I'm trying to script a 'repair' utility. I manage to repair lost meshes and materials. Problem is, the name is still 'brown' as though it's still damaged. My guess is, it thinks it's a Prefab that's disconnected yet.

Oddly, the damaged object (in brown) thinks it's a Prefab, it says so in the Inspector. It never was! It was a model! If I drag a new copy of the model to the Scene, it says Model right there, not Prefab

So, is there a scriptable way to 'reattach' an object to a Prefab? or 'reattach' the Model? Or is there a way to change the 'status' of the object such that it's blue, not brown?

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Answer by e-bonneville · Jul 29, 2010 at 12:38 AM

Check this out.

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avatar image DaveA · Jul 29, 2010 at 06:16 PM 0
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Sounds like what I need to deterimne that status ok. Still unclear as to how I might repair such connections.

avatar image DaveA · Jul 29, 2010 at 06:31 PM 0
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Tada!:

         GameObject  newGO = (GameObject)EditorUtility.InstantiatePrefab(AssetDatabase.Load$$anonymous$$ainAssetAtPath ("Assets/"+tr.name+".dae"));

Despite its name, InstantiatePrefab will also instantiate a model.

avatar image e-bonneville · Jul 29, 2010 at 08:25 PM 0
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Well congratulations on finding that out. ;)

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