Version: 2022.1
언어: 한국어

PrefabUtility.LoadPrefabContents

매뉴얼로 전환
public static GameObject LoadPrefabContents (string assetPath);

파라미터

assetPath The path of the Prefab Asset to load the contents of.

반환

GameObject The root of the loaded contents.

설명

Loads a Prefab Asset at a given path into an isolated Scene and returns the root GameObject of the Prefab.

You can use this to get the content of the Prefab and modify it directly instead of going through an instance of the Prefab. This is useful for batch operations.

Once you have modified the Prefab you have to write it back using SaveAsPrefabAsset and then call UnloadPrefabContents to release the Prefab and isolated Scene from memory.

See Also: EditPrefabContentsScope.

using UnityEngine;
using UnityEditor;

public class Example { [MenuItem("Examples/Add BoxCollider to Prefab Asset")] static void AddBoxColliderToPrefab() { // Get the Prefab Asset root GameObject and its asset path. GameObject assetRoot = Selection.activeObject as GameObject; string assetPath = AssetDatabase.GetAssetPath(assetRoot);

// Load the contents of the Prefab Asset. GameObject contentsRoot = PrefabUtility.LoadPrefabContents(assetPath);

// Modify Prefab contents. contentsRoot.AddComponent<BoxCollider>();

// Save contents back to Prefab Asset and unload contents. PrefabUtility.SaveAsPrefabAsset(contentsRoot, assetPath); PrefabUtility.UnloadPrefabContents(contentsRoot); }

[MenuItem("Examples/Add BoxCollider to Prefab Asset", true)] static bool ValidateAddBoxColliderToPrefab() { GameObject go = Selection.activeObject as GameObject; if (go == null) return false;

return PrefabUtility.IsPartOfPrefabAsset(go); } }
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