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Question by CubePhysics · Jun 01, 2015 at 05:51 PM · uiprefabsaveload

How to save a prefab when a button is pressed

In my scene I have a small character customization mechanic where the player can change the head, torso and color scheme of the robot character. However I want the changes to save so it can be loaded in other scenes and when the app is closed it loads up the same instance how do i do this. alt text

As you can see the droid from the current run-time is different from the droid prefab in the project. How do I overwrite the project droid with the current instance when the save button is pressed.

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Answer by Cherno · Jun 01, 2015 at 06:03 PM

You can create prefabs at runtime with the PrefabUtility.CreatePrefab function. Take a look at the ReplacePrefab options available as a parameter.

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avatar image CubePhysics · Jun 01, 2015 at 06:42 PM 0
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How would I implement that.

avatar image Cherno · Jun 01, 2015 at 06:53 PM 0
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Like this:

 GameObject go;
 string prefabPath = "Prefabs";
 PrefabUtility.CreatePrefab("Assets/Resources/" + prefabPath + "/" + go.name + ".prefab", go, ReplacePrefabOptions.ReplaceNameBased);
avatar image CubePhysics · Jun 01, 2015 at 07:06 PM 0
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The PrefabUtility class comes up as red in mono develop. Unity cant find it for some reason.

avatar image Cherno · Jun 01, 2015 at 07:22 PM 0
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You need to put

   #if UNITY_EDITOR
 using UnityEditor;
 #endif

at the start of the script.

However, I just realized that it's not possible to save prefabs in a Build, so you can disregard this answer.

You will have to save the relevant information regarding color, head etc. as variable values and use these to reconstruct the desired robot.

avatar image CubePhysics · Jun 01, 2015 at 07:24 PM 0
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nvm i imported the unity editor which had the prefabutiltiy class in it

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