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What is runtime analogy for Editor's PrefabUtility.SetPropertyModifications?
So in case of working with editor it is all clean and nice - we had one prefab we created 25 instances (GO's) applide 40 difrent MonoBehaviours on each and we are good to having one Prefab call PrefabUtility.GetPropertyModifications
and PrefabUtility.SetPropertyModifications
in order to play with hierarchy, use costume serialization and so on. But I wonder what we can get at runtime, how having one prefab (loaded say from assetbundle) apply onto it diferent PropertyModifications (of its analogs) - main Idea here - load AB with one prefab at start then get PropertyModifications from some server.
I know that we can store each Layers and Scenes inside AB's but I want such thing not as replaysment but as addition.
Is there any such or how to create one?