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Question by FredTuna · Jan 11, 2020 at 05:53 PM · prefabprefabutility

Modify Prefab Asset in OnValidate

Hi, I'm trying to automatically assign a value to a field on a component that resides in a prefab in script and save that prefab modification in OnValidate.

Here is my script:

  [SerializeField] MyComponent myComponent;
  void OnValidate()
  {
      if (myComponent != null)
      {
          myComponent.myScriptableObject = this;
          PrefabUtility.RecordPrefabInstancePropertyModifications(myComponent.myScriptableObject); 
 //At this point, myComponent.myScriptableObject shows the correct value
          PrefabUtility.SavePrefabAsset(myComponent.gameObject, out bool success);
 //Now myComponent.myScriptableObject is reset to null
      }
  }


Unfortunately, this script doesn't work. For some reason the value is not actually applied to the prefab. What am I missing here?

Also, calling SavePrefabAsset() in Onvalidate gives me the following error in console :

 Destroying GameObjects immediately is not permitted during physics trigger/contact, animation event callbacks or OnValidate. You must use Destroy instead.
 UnityEditor.PrefabUtility:SavePrefabAsset(GameObject, Boolean&) (at ?)
 ResearchTree.Data.ResearchItem:OnValidate() 


Is this related in any way?

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Answer by FredTuna · Jan 15, 2020 at 09:30 PM

In case others were looking for that answer. This is what I ended up doing:

 SerializedObject serializedObject = new SerializedObject(myComponent);
 SerializedProperty myComponentProperty = serializedObject.FindProperty("myProperty");
     
 if (myComponentProperty != null)
 {
         myComponentProperty.objectReferenceValue = this;
         serializedObject.ApplyModifiedProperties();
 }

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Answer by Esteem · Jan 16, 2020 at 09:18 PM

What are you actualy trying to do? There's something fishy about what you showed ...

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avatar image FredTuna · Jan 17, 2020 at 12:05 AM 0
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I'm just trying to set a serialized field of a component on a prefab to a certain value from a scriptable object's OnValidate.

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