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CloseprefabInstances | List of Prefab instances to remove unused overrides from. |
action | UserAction will record undo and write result to Editor log file. |
This method identifies and removes all unused overrides from a list of Prefab Instance roots. See the manual Unused Overides for more detail.
using System.IO; using UnityEngine; using UnityEditor;
public class RemoveUnusedOverridesExample { // Creates a new menu item 'Examples > Remove Unused Overrides Example' in the main menu. [MenuItem("Examples/Remove Unused Overrides Example")] static void RemoveUnusedOverrides() { var exampleGameObject = new GameObject("Example", typeof(BoxCollider));
// 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"); string localPath = "Assets/Prefabs/" + exampleGameObject.name + ".prefab";
// Make sure the file name is unique, in case an existing Prefab has the same name. localPath = AssetDatabase.GenerateUniqueAssetPath(localPath);
// Create the new Prefab and log whether Prefab was saved successfully. var prefabAsset = PrefabUtility.SaveAsPrefabAssetAndConnect(exampleGameObject, localPath, InteractionMode.UserAction, out bool prefabSuccess);
//Set a value on the example script and record it exampleGameObject.GetComponent<BoxCollider>().center = new Vector3(2.0f, 2.0f, 2.0f); PrefabUtility.RecordPrefabInstancePropertyModifications(exampleGameObject.GetComponent<BoxCollider>());
//Remove the component from the prefab asset. We now have an unused override. PrefabUtility.ApplyRemovedComponent(exampleGameObject, prefabAsset.GetComponent(typeof(BoxCollider)), InteractionMode.UserAction);
//Remove the unused override that was created earlier PrefabUtility.RemoveUnusedOverrides(new [] { exampleGameObject }, InteractionMode.UserAction); } }
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