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Question by marrechgames · Jun 21, 2020 at 09:43 AM · editor-scriptingprefabs

Editor script don't apply changes in Prefab mode

Basically I have this script, which is used to create and show a list of images contained in an Atlas, I choose the name of the image and this is used by the AVImage component (which it inherits from Image), in a normal scene everything works and the choice is saved, while if they are in Prefab Mode (i.e. I'm editing a prefab) the changes aren't applied

 using System.Collections;
 using System.Collections.Generic;
 using UnityEditor;
 using UnityEngine;
 using UnityEngine.U2D;
 using UnityEngine.UI;
  
 namespace TCG.UI
 {
     [CustomEditor(typeof(AVImage))]
     public class AVImageEditor : Editor
     {
         public string[] spriteNames;
         int previousSpriteIndex = -1;
         int spriteIndex = 0;
         AVImage avImage;
  
         public override void OnInspectorGUI()
         {
             serializedObject.Update();
             base.OnInspectorGUI();
  
             avImage = (AVImage)target;
  
             if (avImage.atlas == null) { return; }
  
             if (spriteNames == null)
             {
                 Sprite[] tmpSprites = new Sprite[avImage.atlas.spriteCount];
                 spriteNames = new string[avImage.atlas.spriteCount];
                 avImage.atlas.GetSprites(tmpSprites);
                 int i = 0;
                 foreach (Sprite sprite in tmpSprites)
                 {
                     spriteNames[i] = sprite.name.Replace("(Clone)", "");
                     i++;
                 }
             }
  
             if (avImage.sprite == null)
             {
                 previousSpriteIndex = -1;
                 spriteIndex = 0;
                 SelectSprite(spriteNames[spriteIndex]);
             }
             else
             {
                 string selectedSpriteName = avImage.sprite.name;
                 int i = 0;
                 foreach (string spriteName in spriteNames)
                 {
                     if (spriteName == selectedSpriteName.Replace("(Clone)", ""))
                     {
                         spriteIndex = i;
                         break;
                     }
                     i++;
                 }
             }
             //working but unoptimized
             //previousSpriteIndex = spriteIndex;
             spriteIndex = EditorGUILayout.Popup("Sprite name", spriteIndex, spriteNames);
             SelectSprite(spriteNames[spriteIndex]);
  
  
             //optimized version
             //Debug.LogFormat("{0} to: {1}", previousSpriteIndex, spriteIndex);
             //if (previousSpriteIndex != spriteIndex)
             //{
             //    SelectSprite(spriteNames[spriteIndex]);
             //}
  
             serializedObject.ApplyModifiedProperties();
         }
  
         /// <summary>
         /// Sprite selection callback function.
         /// </summary>
         void SelectSprite(string spriteName)
         {
             SerializedProperty atlasProperty = serializedObject.FindProperty("atlas");
             SpriteAtlas atlas = atlasProperty.objectReferenceValue as SpriteAtlas;
             SerializedProperty spriteProperty = serializedObject.FindProperty("m_Sprite");
             spriteProperty.objectReferenceValue = atlas.GetSprite(spriteName);
         }
     }
 }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.U2D;
 using UnityEngine.UI;
  
 namespace TCG.UI
 {
     public class AVImage : Image
     {
         public SpriteAtlas atlas;
     }
 }
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Answer by superboyjohn · Nov 21, 2020 at 11:05 AM

Ok here is what you need to understand @marrechgames . While in Prefab mode Unity uses PrefabUtility to directly save changes to the prefab but in Scene Editor it is serialized to the scene. So a custom editor can save changes in the scene but while in the prefab editor( Isolated prefab scene) it doesn't.

So for that u need to directly save the prefab to disk using

PrefabUtility.

So here to check whether u are in prefab mode or Scene mode you need to import a experimental header :-

using UnityEditor.Experimental.SceneManagement;

  ****Make sure You Save the Prefab manually or Autosave is turned on.**

So a sample code for you ( Do some searches and you will get a idea .. ( Take the following code as a reference and change it according to your needs.

  if (PrefabStageUtility.GetCurrentPrefabStage() != null) // In Prefab Mode
  {
    string path = PrefabStageUtility.GetPrefabStage(Selection.activeObject as 
         GameObject).prefabAssetPath; // Get the prefab path in disk
       GameObject prefabRoot = PrefabUtility.LoadPrefabContents(path); // Load the contents of the prefab.
      SerializedObject avImageSO = new SerializedObject(prefabRoot.GetComponent<AVimage>());
  avImageSO.Update();
 // Do your stuff here.
 
 avImageSO.ApplyModifiedProperties() ;// Apply after editing so that the values are stored
 
    try
                     {
                         PrefabUtility.SaveAsPrefabAsset(prefabRoot, path); // Save the prefab to disk     
                     }
                     finally
                     {
                         PrefabUtility.UnloadPrefabContents(prefabRoot);     // Unload to clear memory..               
                     }
 }

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Answer by marrechgames · Jun 25, 2020 at 09:24 AM

Nobody could help me?

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