Question:
So let’s say I have this prefab asset, “P” and have this code attached to it.public GameObject selfReference;
[ContextMenu("GetReference")]
public void GetReference()
{
selfReference = gameObject;
}
Note that:
the ‘reference finding’ process is trigger by ContextMenu so it is done in Edit Mode, not Play Mode;
and all of this is happening in the prefab asset “P” itself, not some random instance of it placed in the scene.So I tried
selfReference = PrefabUtility.GetNearestPrefabInstanceRoot(gameObject);
but it didn’t work so tried to load it via path:string _path = AssetDatabase.GetAssetPath(gameObject);
but it returns only blank string.Any help plz?
Answer:
I can only assume – since it works for me 😉
that your question is rather related to this change not being saved correctly and not being handled for undo/redo.
You should probably do e.g.
public GameObject selfReference;
[ContextMenu(nameof(GetReference))]
public void GetReference()
{
#if UNITY_EDITOR
if(!Application.isPlaying)
{
UnityEditor.Undo.RecordObject(this, "fetched self-reference");
if (UnityEditor.PrefabUtility.IsPartOfAnyPrefab(this))
{
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
}
}
#endif
selfReference = gameObject;
}
besides that of course it appears a bit redundant to me to have a field for something that is exposed via the property anyway 😉If you have better answer, please add a comment about this, thank you!
Leave a Review