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Question by MadPuffers · Jan 16, 2019 at 12:11 PM · editorprefabscript.dirty

How Mark Prefab Dirty?

  1. I open prebab in prefab mode.

  2. Then I change some properties of component via script

  3. Unity Editor doesn't understabd that prefab was changed.

I tried EditorUtility.SetDirty for component and game object. But it doesn't work In previos versions I used EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); But now we have "Prefab Mode" for prefab edit

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Answer by KissMeQuickYukimoto · Feb 21, 2019 at 05:02 AM

                         var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
                         if (prefabStage != null) {
                             EditorSceneManager.MarkSceneDirty(prefabStage.scene);
                         }
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avatar image Baylamon · Mar 25, 2020 at 11:43 AM 0
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This doesn't work for me. The change in the prefab is still lost after restart since there in no current PrefabStage. Strange enough Unity saves the scene nonetheless..

And the code should be ... UnityEditor.Scene$$anonymous$$anagement.EditorScene$$anonymous$$anager.$$anonymous$$arkSceneDirty(prefabStage.scene); ...

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