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Question by brunoleos · Aug 29, 2016 at 05:32 PM · prefabparentingprefab-instancevalidation

Another another **Setting the parent of a transform which resides in a prefab** problem, and OnValidate

The other questions about this error don't seem to be caused by the situation that I will show. I'm on Unity 5.3.4.

I have two prefabs, Parent and Child. Child is an empty GameObject (has just Transform component). Parent has the following script:

 using UnityEngine;
 
 public class TestParenting : MonoBehaviour {
     public GameObject prefab;
     public int dummy;
 
     private void OnValidate() {
         Debug.Log("validate testparenting. childs found: " + GetComponentsInChildren<Transform>(true).Length);
         UpdateChild();
     }
 
     private void UpdateChild() {
         // GetComponentsInChildren also returns the Transform in the parent
         if (GetComponentsInChildren<Transform>(true).Length < 2)
             NewChild();
     }
 
     private void NewChild() {
         GameObject instance = Instantiate(prefab);
         instance.name = "child";
         instance.transform.SetParent(transform);
     }
 }

The expected behaviour is that Parent always have to have a Child, which is an instance of the Child prefab attached to the script in Editor, and checked in OnValidate. OnValidate is executed as a Unity event when any change occurs in the editor for the script, and in deserialization (not precisely sure about the moment in this last case).

I get the error when I hit the play button in Editor and Parent has no Child yet (and in other situations related to prefab modification). When I hit play and I get the error, I also get "Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)".

I think it is a prefab serialization issue, but can't fix it.

What can I do to get rid of this error?

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avatar image brunoleos · Aug 29, 2016 at 09:57 PM 0
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This also happens when scripts are reloaded. In this case, the second error doesn't happen, and an unparented Child is added to the scene.

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Answer by brunoleos · Aug 30, 2016 at 07:15 PM

The workaround (not sure yet if it is a solution) I'm using is:

     private void OnValidate() {
         if (PrefabUtility.GetPrefabType(this) == PrefabType.PrefabInstance) {
             UpdateChild();
         }
     }

Apparently, OnValidate is also called inside the prefab asset, and not just in the instance. I didn't know that.

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