Version: 2017.1

PrefabUtility.CreateEmptyPrefab

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public static Object CreateEmptyPrefab (string path);

Description

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/" + go.name + ".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(go.name + " 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); } }