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Question by zkuddy · Mar 20, 2014 at 07:57 AM · prefabs

Is there a way to reset prefabs to script variables in code?

So, what I am asking is: is there a code to reset the public members so that their variables are that of the attached script?

Ex. A script has a float that is set to 2 but I edit it in the editor of the prefab to 10. Now, is there a way I can reset this to 2 and all other variables to their respective initial value without explicitly setting them in code one by one?

I know you can do this by clicking the cogwheel in the script component and selecting reset, but I am looking for a way to do it in code.

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Answer by Berenger · Mar 20, 2014 at 08:07 AM

You could remove the component with Destroy and then add it again. This should do :

 public static void ResetComponents<T>(IEnumerable<GameObject> goCollection) where T : Component
 {
     foreach (GameObject go in goCollection)
     {
         if (go.GetComponent<T>() != null)
         {
             GameObject.DestroyImmediate(go.GetComponent<T>());
             go.AddComponent<T>();
         }
     }
 }
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avatar image whydoidoit · Mar 20, 2014 at 08:38 AM 0
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That's what @Berenger's answer does.

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