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2
Question by 3dDude · Jan 05, 2011 at 01:32 AM · editorinstantiateprefab

Instantiating in editor not saving prefab connection?

Hello,

I know a few questions have been asked about this but I still need help.

Ok so I am using a JS script to instantiate some objects in the editor, The script has a function that is being called by a C# editor script. So when it calls the function and the objects are created it does not save the prefab connection... I looked at the docs and googles it but I can't find a solution.

thanks!

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Answer by DaveA · Jan 14, 2011 at 12:08 AM

Make sure you're using PrefabUtility.InstantiatePrefab

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avatar image 3dDude · Jan 14, 2011 at 12:55 AM 0
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That does not work in a non editor script... I explained my set up above. I use a editor script to call a function from a non editor script. I am not really good at C# or editor scripts

avatar image DaveA · Jan 14, 2011 at 11:48 PM 0
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Perhaps you could post some code for review here. Where is the instantiate done, in the editor script, or the non editor script?

avatar image raimon.massanet · May 14, 2013 at 02:55 PM 1
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In case someone reaches this question with new Unity versions, this is currently done using PrefabUtility.InstantiatePrefab.

avatar image Bunny83 · May 14, 2013 at 03:21 PM 0
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@raimon.massanet: Thanks for the hint. I will fix the answer.

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Answer by Robindoo · Jan 05, 2011 at 05:04 AM

You can try creating a script containing the variables for the prefabs. From there, using GetComponent to retrieve the prefabs from your main script.

For example, in Prefabs.js

var prefab1 : GameObject;

Then in your main script,

var getPrefab : Prefabs;
var newPrefab;
function Awake()
{
    getPrefab = gameObject.GetComponent("Prefabs");
    newPrefab = getPrefab.prefab1;
}

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