Question by 
               danielcooke96 · Feb 03, 2019 at 09:50 PM · 
                editorsceneprefabseditorwindow  
              
 
              Open PrefabEditor from script
Does anyone know if the API has been updated to allow us to open the new PrefabEditor introduced in 2018.3 programatically?
I wish to create an EditorWindow to edit properties of my objects (along with their prefabs) in one unified place.
I've tried PrefabUtility with Preview Rooms
 Scene roomPreview =
 EditorSceneManager.NewPreviewScene();
             PrefabUtility.LoadPrefabContentsIntoPreviewScene("Assets/Resources/Rooms/Starting
 Room.prefab", roomPreview);
But it doesn't do anything
               Comment
              
 
               
              Answer by vkalaikkovan · Dec 02, 2019 at 01:44 PM
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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 koobas.hobune.stream
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