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Question by sebj · Jun 28, 2015 at 09:44 PM · prefabeditor-scripting

Modify prefabs in editor script

I am trying to write a script that will update the material settings on a set of prefabs, which I can then save.

I have seen a number of questions asking to do this, but none of the examples work. My code is below.

Whenever I run this, the editor reacts by re-importing assets, and there are no exceptions indicating that my call to ReplacePrefab() is incorrect - but the prefabs themselves remains unchanged.

What have I missed?

     AssetDatabase.StartAssetEditing();

     var guids = AssetDatabase.FindAssets(" t:GameObject",new string[]{"Assets/city_assets"});
     foreach(var g in guids)
     {
         string path = AssetDatabase.GUIDToAssetPath(g);
         GameObject prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;

         GameObject instance = Object.Instantiate(prefab);

         UpdateMaterials(instance); //operates on the components of instance

         PrefabUtility.ReplacePrefab(instance, prefab, ReplacePrefabOptions.ConnectToPrefab);
     }

    AssetDatabase.StopAssetEditing();


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avatar image troien · Jun 29, 2015 at 07:36 AM 0
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I dont think Object.Instantiate should work here. This instantiates a object in the scene, as far asI know it does not create an asset.

I guess you'll need PrefabUtility.CreatePrefab or just modify the prefab itself ins$$anonymous$$d of creating a copy, modifying that and replacing it...

What happens if you do something like this?

 AssetDatabase.StartAssetEditing(); // Not sure if needed
 
 var guids = AssetDatabase.FindAssets(" t:GameObject",new string[]{"Assets/city_assets"});
 
 foreach(var g in guids)
 {
     string path = AssetDatabase.GUIDToAssetPath(g);
     GameObject prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
 
     Update$$anonymous$$aterials(prefab);
 }
 
 AssetDatabase.StopAssetEditing(); // Not sure if needed


ps. Note that it could be that the problem lies with editing the material. As $$anonymous$$aterials of prefabs are assets themself. So if you modify renderer.material ins$$anonymous$$d of renderer.sharedmaterial your change to the material will most likely not persist and cause materials to 'leak' (you should get an info log in the console when that happens I believe).

avatar image sebj · Jun 29, 2015 at 01:00 PM 0
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@troien I thought that would work also - it was the first thing I tried. Unfortunately the same thing happens - no changes take effect, even when flagging the object as dirty. I will investigate further and see if it is a problem with the materials settings.

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Answer by nark · Oct 13, 2016 at 07:00 AM

try PrefabUtility.InstantiatePrefab instead of Object.Instantiate, and call AssetDatabase.SaveAssets() after you finish all the work

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