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Closepath | The path where the prefab is saved. |
go | The GameObject that you want to create a prefab from. |
Creates a prefab from a game object hierarchy.
Use this to create a prefab from a GameObject in the hierarchy, and give it a path to save the prefab in.
no example available in JavaScript
//Create a folder (Right click in the Assets directory, click Create>New Folder) and name it “Editor” if one doesn’t exist already. //Place this script in that folder
//This script creates a new menu and a new menu item in the Editor window // Use the new menu item to create a prefab at the given path. If a prefab already exists it asks if you want to replace it //Click on a GameObject in your Hierarchy, then go to Examples>Create Prefab to see it in action.
using UnityEngine; using UnityEditor;
public class Example : EditorWindow { //Creates a new menu (Examples) with a menu item (Create Prefab) [MenuItem("Examples/Create Prefab")] static void CreatePrefab() { //Keep track of the currently selected GameObject(s) GameObject[] objectArray = Selection.gameObjects;
//Loop through every GameObject in the array above foreach (GameObject gameObject in objectArray) { //Set the path as within the Assets folder, and name it as the GameObject's name with the .prefab format string localPath = "Assets/" + gameObject.name + ".prefab";
//Check if the Prefab and/or name already exists at the path if (AssetDatabase.LoadAssetAtPath(localPath, typeof(GameObject))) { //Create dialog to ask if User is sure they want to overwrite existing prefab if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do you want to overwrite it?", "Yes", "No")) //If the user presses the yes button, create the Prefab { CreateNew(gameObject, localPath); } } //If the name doesn't exist, create the new Prefab else { Debug.Log(gameObject.name + " is not a prefab, will convert"); CreateNew(gameObject, localPath); } } }
// Disable the menu item if no selection is in place [MenuItem("Examples/Create Prefab", true)] static bool ValidateCreatePrefab() { return Selection.activeGameObject != null; }
static void CreateNew(GameObject obj, string localPath) { //Create a new prefab at the path given Object prefab = PrefabUtility.CreatePrefab(localPath, obj); PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab); } }
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