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Question by hehusemann · Sep 13, 2017 at 03:13 PM · editor-scriptingprefab-instanceserializedpropertyprefab changing at runtimeprefab connection

Setting the m_PrefabInternal property using the SeriailizedProperty System

Hello!

I have a weird question regarding the Editor and I hope you can help me!

I am loading GameObjects from a Database into the UnityEditor.

I am storing and loading properties by using the SerializedProperty class.

Some of those objects are prefab instances and I would like to recover them Object by Object.

Serialized Unity Objects have a property m_PrefabInternal of type UnityEngine.Prefab that contains the property modifications list.

.

I would like to assign the m_PrefabInternal value by forcing creation of a new instance of UnityEngine.Prefab and then loading the SerializedProperties from the Database. However I have yet to find a way how to do it.

.

I cannot use PrefabUtility.ConnectGameObjectToPrefab as it just deletes my object and creates a new PrefabInstance.

PrefabUtility.InstantiatePrefab does not work as it would require heavy modifications to how my system works and I would like to avoid it at all costs.

PrefabUtility.ReconnectToLastPrefab seems to just fail.

Anyone got any smart ideas on how to achieve that?

I even already tried stealing the value of m_PrefabInternal from another temporary Prefabinstance. That worked - but once the temporary instance gets deleted the stolen UnityEngine.Prefab gets deleted as well.

<3

Cheers Henning

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