• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by ABTOMAT · Aug 28, 2016 at 08:47 PM · resourcesprefab-instanceassetdatabaseloading file

AssetDatabase.LoadAssetAtPath and Prefab Instances

Hello!

As you know AssetDatabase.LoadAssetAtPath only works in editor and allows to load assets which are not located in Resources folder.

My assets exactly are not located in Resources folder and I'm not allowed to re-locate them. So I can not use Resources.Load. I have a self-made button in Editor which, using AssetDatabase.LoadAssetAtPath, loads prefabs into my scene.

I'm pretty happy with the result, but there is one flaw: GameObjects loaded with AssetDatabase.LoadAssetAtPath are not prefab instances. And, so, if I edit prefab, my GameObject in scene will not be updated.

If I drag-n-drop items from Project tab into the Editor window, such GameObjects are prefab instances, exactly what I need. But there's too much of them to do it manually. I want the same result by code.

Is there a way to load assets into scene saving the Prefab Instance link? Or is there a way to restore it post-factum?

Thank you for answer in advance.

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jonesy19 · Sep 10, 2016 at 09:14 PM 0
Share

I am running into this same exact issue. On top of it, if you try to edit the "instance" of the prefab, the prefab will also be edited. So annoying!

This does not happen with Resources.Load.

Any way you fixed this yet? :)

Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Diet-Chugg · Sep 28, 2016 at 03:45 PM

PrefabUtility.InstantiatePrefab

PrefabUtility.InstantiatePrefab will be your friend. It will keep your prefab connections just like you always wanted them to be. (Editor use only)

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ABTOMAT · Sep 28, 2016 at 05:19 PM 0
Share

But what should I give it as a target if I only know where is my prefab in project folders? In the example it's shown how to instantiate prefab already existing in scene, but I don't have one.

avatar image jjxtra · May 18, 2019 at 02:56 PM 0
Share

Nope, this returns null

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

68 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

how to load texture from C:\ Folder at Runtime build 2 Answers

AssetDatabase.LoadAssetAtPath Not finding assets 0 Answers

How to do something similar to AssetDatabase.Refresh during build? 0 Answers

Is it possable to exclude some objects from loading in the editor before building? 0 Answers

Android Plugin - .aar file missing R$raw reference 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges