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Question by DinostabOMG · Sep 23, 2016 at 11:44 AM · inspectorprefabsprefab-instanceprefabutility

Is there a way to prevent non-prefab objects from being linked in the inspector?

For example, if I have a class like this:

 public class Foo : MonoBehaviour {
 
 }
 
 public class Bar : MonoBehaviour {
     public Foo myFoo;
 }

In the Inspector, I can select any Bar component and drag in any object to the myFoo field if it fulfills either of the following:

  • It is an object in the scene which has a Foo component attached

  • It is a prefab asset (from the Project window) with a Foo component attached.

I realize that attachments from assets are only available at Editor-time, not at runtime. However, in my case I would like to make sure that only prefabs (the second case) are able to be attached to the Bar's myFoo field.

I'm aware of PrefabUtility.GetPrefabType(), which I could use to check whether the attached object is a prefab asset or not, and delete it if not; but is there a way to make sure that no non-prefab objects can be referenced in the first place?

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