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Question by methusalah999 · Jan 04, 2019 at 01:03 PM · prefabprefab-instanceexecuteineditmode

Adding a child via code in edit mode won't work for prefab instance

The following MonoBehaviour has [ExecuteAlways] attribute and generates a child object when enabled in edit mode.

If I disable/enable it, the log shows the correct generated object. But when I enter play mode, the log shows null : generated object has been destroyed and I don't know why nor when. I've tested with an object manually created in editor (givenInEditor) and this one is correctly preserved when I enter playmode.

The problem occurs only if the component is on a prefab instance. On a standalone gameobject, everything is fine. It was also working on all 2017 versions.

 [ExecuteAlways]
 public class Generator : MonoBehaviour {
     public GameObject generatedInEditor;
     public GameObject givenInEditor;
 
     private void OnEnable() {
         string AppMode = Application.isPlaying ? "Playing" : "In editor";
         Debug.Log($"{AppMode} OnEnable {generatedInEditor} {givenInEditor}");
         generatedInEditor = new GameObject("generated");
         generatedInEditor.transform.parent = transform;
     }
 }


Generating gameobjects via code during edit time is a pretty common need for procedural generation, so how can we keep references of those objets now? Is that a bug in Unity new prefab system?

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