gameObjectInInstance | A GameObject in the Prefab instance containing the removed GameObject. |
assetGameObject | The GameObject on the Prefab Asset corresponding to the removed GameObject on the instance. |
action | The interaction mode for this action. |
Adds this removed GameObject back on the Prefab instance.
After the revert action the GameObject will once again exist on the Prefab instance.
The GameObject's components and children will also exist again, unless they had previously been removed.
Note that added GameObjects and added component overrides, which were in the hierarchy of the reverted GameObject before it was removed, will not be restored.
Additional resources: PrefabUtility.ApplyRemovedGameObject, PrefabUtility.GetRemovedGameObjects.
using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine;
// Creates new menu items under 'Examples' in the main menu. public class RevertRemovedGameObjectExample { [MenuItem("Examples/RevertRemovedGameObject Example 1")] static void CreatePrefabAndRevertChanges() { // Create folder Prefabs and set the path as within the Prefabs folder, // and name it as the GameObject's name with the .Prefab format if (!Directory.Exists("Assets/Prefabs")) AssetDatabase.CreateFolder("Assets", "Prefabs");
//Setup hierarchy with root and one child GameObject rootGameObject = new GameObject("Root"); GameObject child = new GameObject("Child"); child.transform.parent = rootGameObject.transform;
//Create prefab based on the GameObject hierarchy we just created GameObject prefabAsset = PrefabUtility.SaveAsPrefabAssetAndConnect(rootGameObject, "Assets/Prefabs/" + rootGameObject.name + ".prefab", InteractionMode.AutomatedAction);
//Get the corresponding object matching the Child GameObject that was destroyed GameObject correspondingChildGameObject = prefabAsset.transform.GetChild(0).gameObject;
//Destroy child GameObject so we can apply the override to the Prefab Object.DestroyImmediate(child);
//Use the variables from above to revert the removed GameObject override in the instance and restore the child GameObject PrefabUtility.RevertRemovedGameObject(rootGameObject, correspondingChildGameObject, InteractionMode.AutomatedAction);
if (prefabAsset.transform.childCount == 1) Debug.Log("'Child' GameObject was removed and the override reverted successfully."); else Debug.Log("The override was not reverted successfully"); }
[MenuItem("Examples/RevertRemovedGameObject Example 2")] static void CreatePrefabAndApplyChangesWithGetRemovedGameObjects() { // Create folder Prefabs and set the path as within the Prefabs folder, // and name it as the GameObject's name with the .Prefab format if (!Directory.Exists("Assets/Prefabs")) AssetDatabase.CreateFolder("Assets", "Prefabs");
//Setup hierarchy with root and one child GameObject rootGameObject = new GameObject("Root"); GameObject child = new GameObject("Child"); child.transform.parent = rootGameObject.transform;
//Create prefab based on the GameObject hierarchy we just created GameObject prefabAsset = PrefabUtility.SaveAsPrefabAssetAndConnect(rootGameObject, "Assets/Prefabs/" + rootGameObject.name + ".prefab", InteractionMode.AutomatedAction);
//Destroy child GameObject so we can apply the override to the Prefab Object.DestroyImmediate(child);
//Get the override and the information to apply the changes to the Prefab asset List<RemovedGameObject> removedGameObjects = PrefabUtility.GetRemovedGameObjects(rootGameObject); GameObject assetGameObject = removedGameObjects[0].assetGameObject; GameObject parentOfRemovedGameObjectInInstance = removedGameObjects[0].parentOfRemovedGameObjectInInstance;
//Use the variables from above to revert the removed GameObject override in the instance and restore the child GameObject PrefabUtility.RevertRemovedGameObject(parentOfRemovedGameObjectInInstance, assetGameObject, InteractionMode.AutomatedAction);
if (prefabAsset.transform.childCount == 1) Debug.Log("'Child' GameObject was removed and the override reverted successfully."); else Debug.Log("The override was not reverted successfully"); } }