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Question by cassius · Nov 29, 2020 at 05:15 AM · prefabs

Instantiate Prefab As Prefab, Not Regular GameObject

I'm writing a custom Editor script to help be build my world. As part of that, my script runs through a list of Prefabs and adds them randomly into the Hierarchy. This is done in Edit mode, not runtime.

When instantiating the random Prefabs into my game Hierarchy, it of course creates a new GameObject copy based on the prefab. Instead, I want my script to place the prefab itself into the Hierarchy window. How do I go about doing this?

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Answer by cassius · Nov 29, 2020 at 06:06 AM

Seems I figured it out based on https://docs.unity3d.com/ScriptReference/PrefabUtility.html

 // Assign prefab in Inspector
 public GameObject somePrefab;

 // Get the Path to Prefab
 string prefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(somePrefab);
 
 // Load Prefab Asset as Object from path
 Object _newObject = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(Object));
 
 //Instantiate the Prefab in the scene, as a child of the GO this script runs on
 GameObject _newPrefabInstance = PrefabUtility.InstantiatePrefab(_newObject, this.transform) as GameObject;

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