Version: 2019.1 (switch to 2018.4
  • C#
Method group is Obsolete


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Obsolete public static Object CreateEmptyPrefab(string path);


pathThe asset path to use for the new empty Prefab.


Object A reference to the new Prefab Asset.


Creates an empty Prefab at given path.

If a Prefab at the path already exists it will be deleted and replaced with an empty Prefab. Returns a reference to the Prefab.

// Creates a Prefab at the given path.
// If a Prefab already exists it asks if you want to replace it

using UnityEngine; using UnityEditor;

public class CreateEmptyExample : EditorWindow { [MenuItem("Examples/Create Empty Prefab")] static void CreatePrefab() { GameObject[] objs = Selection.gameObjects;

foreach (GameObject go in objs) { string localPath = "Assets/" + + ".prefab"; if (AssetDatabase.LoadAssetAtPath(localPath, typeof(GameObject))) { if (EditorUtility.DisplayDialog("Are you sure?", "The Prefab already exists. Do you want to overwrite it?", "Yes", "No")) { CreateNew(go, localPath); } } else { Debug.Log( + " is not a Prefab, will convert"); CreateNew(go, localPath); } } }

// Disable the menu item if no selection is in place [MenuItem("Examples/Create Empty Prefab", true)] static bool ValidateCreatePrefab() { return Selection.activeGameObject != null; }

static void CreateNew(GameObject obj, string localPath) { Object prefab = PrefabUtility.CreateEmptyPrefab(localPath); PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab); } }

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