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Question by byport · Apr 14, 2016 at 06:47 AM · c#scripting problemeditorinstantiateprefabs

How can I in-script create gameobject from prefab?

Most important is link gameobject to prefab. When I use AssetDatabase.LoadAssetAtPath() this really create gameobject with prefab structure, but in Hierarchy tab its not blue like gameobject created manually from prefab.

I dont need Runtime support, only Editor. The game is not running.

I'm creating an editor for the scene builder in my project and I do not want to drag each time a lot of prefabs to the editor manually. Whether it is possible to do without dragging prefabs?

When I say "blue gameobject" I mean prefab

prefab.png (4.1 kB)
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avatar image AlecGamble · Apr 14, 2016 at 10:26 AM 0
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Are you talking about instantiating the prefab when the game is running and it not having the blue text at this time?

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Answer by carlqwe · Apr 14, 2016 at 11:04 AM

Well i dont really think i understand what you're going for here, but Instantiate(objectName, SpawnpointName.transform.position,Quaternion.Identity)

Work best if you want to spawn a GAMEOBJECT from a PREFAB into a scene at runtime.

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Answer by AlecGamble · Apr 14, 2016 at 12:12 PM

I believe the blue text is to show that the instance of the object in the scene can interact with the prefab in the inspector:

alt text

If you are instantiating objects from a prefab they only exist whilst the game is running and changes to them cannot be applied to the prefab.

I often just find it easiest to declare the prefab as a public GameObject in the script and then drag the prefab from the Project files onto the inspector. alt text


screen-shot-2016-04-14-at-112809.png (17.0 kB)
screen-shot-2016-04-14-at-113253.png (16.3 kB)
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