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Question by detzt · May 05, 2020 at 12:51 AM · editor-scriptingscritpingreferences

How to replace a GameObject by script and keep references to it intact?

I have an editor script that can replace a GameObject with another by instantiating a Prefab.
Unfortunately this invalidates references to the old GameObject. How can I keep these references intact or at least restore them to reference the new GameObject?


Some context if needed: The script is used to exchange different PrefabVariants of the same Prefab easily while keeping some of the configuration (e.g. replacing the hat a character is wearing with a new model but keeping its color).

And the relevant part of the script:

 Object prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject));
 var newGO = (GameObject)PrefabUtility.InstantiatePrefab(prefab, oldGO.transform.parent);
 Undo.RegisterCreatedObjectUndo(newGO, "Replace by " + type);
 // ... Copy transform and other properties from oldGO to newGO ...
 Undo.DestroyObjectImmediate(oldGO);
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