Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

PrefabUtility.ReplacePrefab

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

Sumbission failed

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

Close

Cancel

public static function ReplacePrefab(go: GameObject, targetPrefab: Object, options: ReplacePrefabOptions = ReplacePrefabOptions.Default): GameObject;
public static GameObject ReplacePrefab(GameObject go, Object targetPrefab, ReplacePrefabOptions options = ReplacePrefabOptions.Default);

Parameters

Description

Replaces the targetPrefab with a copy of the game object hierarchy go.

Returns the prefab game object after it has been created. If connectToPrefab is enabled go will be made an instance of the created prefab.

	// Creates a prefab from the selected GameObjects.
	// Creates a prefab from the selected GameObjects.
	// if the prefab already exists it asks if you want to replace it
	
	@MenuItem("Examples/Create Prefab From Selected")
	static function CreatePrefab() {
		var objs = Selection.gameObjects;

for (var go : GameObject in objs) { var localPath : String = "Assets/" + go.name + ".prefab"; if (AssetDatabase.LoadAssetAtPath(localPath, GameObject)) { if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do you want to overwrite it?", "Yes", "No")) CreateNew(go, localPath); } else CreateNew(go, localPath); } } @MenuItem("Examples/Create Prefab From Selected", true) static function ValidateCreatePrefab() { return Selection.activeGameObject != null; }

static function CreateNew(obj : GameObject, localPath : String) { var prefab : Object = PrefabUtility.CreateEmptyPrefab(localPath); PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab); }