Version: 2023.2
言語: 日本語
public static void RemoveUnusedOverrides (GameObject[] prefabInstances, InteractionMode action);

パラメーター

prefabInstances List of Prefab instances to remove unused overrides from.
action UserAction will record undo and write result to Editor log file.

説明

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); } }