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Question by RandyLarson · Jan 06, 2019 at 03:39 PM · prefabprefabutility

PrefabUtility.LoadPrefabContentsIntoPreviewScene states that it returns a GameObject, signature is void.

The api documentation states that the signature for LoadPrefabContentsIntoPreviewScene is: public static void LoadPrefabContentsIntoPreviewScene(string prefabPath, SceneManagement.Scene scene); and that it returns the root GameObject of the newly loaded prefab. I don't see how to reconcile this except that one is wrong. Which is it?

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Answer by vkalaikkovan · Dec 05, 2019 at 09:56 AM

Please try the below lines to open the prefab in preview scene

 Type t = typeof(UnityEditor.Experimental.SceneManagement.PrefabStageUtility);
 MethodInfo mi = t.GetMethods(BindingFlags.NonPublic | BindingFlags.Public |BindingFlags.Static).Single(m => m.Name == "OpenPrefab" && m.GetParameters().Length == 1
                                     && m.GetParameters()[0].ParameterType == typeof(string) ); 
 mi.Invoke(null, new object[] {"Prefab File path"}); 

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avatar image DarkBoroda · Jun 23, 2020 at 07:26 AM 0
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Thanks man. You saved my day!

avatar image Aides · Oct 16, 2020 at 09:10 PM 0
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How is reflection the solution here? Apparently there is absolutely a missmatch between the method signature and the documentation and one side of it should be fixed. :|

avatar image DarkBoroda Aides · Oct 17, 2020 at 09:36 AM 0
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Unfortunately, this is how Unity works for years. Their dev team doesn't care

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