Version: 2023.1
LanguageEnglish
  • C#

PrefabUtility.GetCorrespondingObjectFromOriginalSource

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static TObject GetCorrespondingObjectFromOriginalSource(TObject componentOrGameObject);

Parameters

componentOrGameObject The object to find the corresponding original object from.

Returns

TObject The corresponding object from the original source or null.

Description

Retrieves the object of origin for the given object.

For any object you pass to this method, Unity follows through the chain of corresponding objects until there are no more and returns the last one found.

You can use this method to find the corresponding prefab asset where the input object originated.

For example, in the diagram shown below, prefab asset "A" contains a child nested prefab "B", which contains a child nested prefab "C".



Due to this structure, prefab "C" exists in both "A" and "B". It was originally added in "B", but the last object in the chain is "C"

Therefore in this example scenario, when the GameObject "C (Instance)" is passed in as the source to this method, this method returns the asset "C".

The example script below adds a menu item to the editor, which launches a simple wizard that allows you to test the results of this method.

using UnityEditor;
using UnityEngine;
public class AssetSourceTestWizard : ScriptableWizard
{
    public GameObject instance;

[MenuItem("Test/Asset Source Test Wizard")] static void CreateWizard() { ScriptableWizard.DisplayWizard<AssetSourceTestWizard>("Asset Source Test Wizard", "Do Test"); }

void OnWizardCreate() { var o1 = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance); Debug.Log("Corresponding object from original source: " + o1.name + " from: " + AssetDatabase.GetAssetPath(o1)); } }

If you need to know the asset where a given GameObject or Component was originally added (not the last object in the chain), use GetOriginalSourceRootWhereGameObjectIsAdded.

See also: GetCorrespondingObjectFromSource, GetCorrespondingObjectFromSourceAtPath, GetOriginalSourceRootWhereGameObjectIsAdded.