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1
Question by KodaL · Jun 14, 2011 at 07:23 PM · cs1502cs0119cs1503loadassetatpath

ScriptableWizard Problem with LoadAssetAtPath

I'm getting error messages when trying to use this bit of code in a C# editor script - ScriptableWizard. The code is from the Unity script reference for "EditorUtility.InstantiatePrefab"

I'm new to scripting, especially for the editor, so not sure how to solve this.

Part of my code:

         string localPath = "Assets/Prefabs/prefab_" + prefab.name.ToLower() + ".prefab";
     
 line 69 if (AssetDatabase.LoadAssetAtPath( localPath, GameObject))
         {
             if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do you want to overwrite it?", "Yes", "No"))
             {
             Debug.Log("File does exist already");
             }
         }
         else
         {
             Debug.Log("File didn't exist already");
         }        

Errors in Unity:

Assets/Editor/CreatePrefabFromModels.cs(69,63): error CS0119: Expression denotes a type', where a variable', value' or method group' was expected

Assets/Editor/CreatePrefabFromModels.cs(69,35): error CS1502: The best overloaded method match for UnityEditor.AssetDatabase.LoadAssetAtPath(string, System.Type)' has some invalid arguments Assets/Editor/CreatePrefabFromModels.cs(69,35): error CS1503: Argument #2' cannot convert object' expression to type System.Type'

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Answer by KodaL · Jun 14, 2011 at 08:07 PM

I ended up getting it working by changing line 69 to:

 if (AssetDatabase.LoadAssetAtPath( localPath, typeof(GameObject) ) )

Though not exactly sure why I needed typeof, but I'm guessing it's a C# thing. Though I didn't see it in the example at all.

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avatar image jasonmgeorge · Mar 20, 2013 at 02:47 PM 0
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This helped me out. I would +1 one you, but I don't have the privilege yet..

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