Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

PrefabUtility.CreateEmptyPrefab

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method CreateEmptyPrefab(path: string): Object;
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.

#pragma strict

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

@MenuItem("Examples/Create Empty Prefab") static function CreatePrefab() {

var objs = Selection.gameObjects;

for (var go : GameObject in objs) { var localPath : String = "Assets/" + go.name + ".prefab"; if (AssetDatabase.LoadAssetAtPath(localPath, GameObject)) { if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do you want to overwrite it?", "Yes", "No")) CreateNew(go, localPath); } else CreateNew(go, localPath); } }

@MenuItem("Examples/Create Empty Prefab", true) static function ValidateCreatePrefab() { return Selection.activeGameObject != null; }

static function CreateNew(obj : GameObject, localPath : String) { var prefab : UnityEngine.Object = PrefabUtility.CreateEmptyPrefab(localPath); PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab); }
// 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); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961