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Question by Veehmot · Feb 23, 2012 at 01:55 AM · gameobjecteditorprefabeditor-scriptingeditorgui

Automatically update prefab instance

When you edit a value on a built-in component (for example a Trail Renderer), that value is updated automatically on all instances of that prefab.

For example, if I have a Prefab called MyPrefab with a Trail Renderer component added.

  • Change the variable Time of the component to 1.

  • Instantiate that prefab via drag & drop.

  • Name the new object MyGameObject.

  • Check that the variable Time on MyGameObject is 1.

  • Go back to MyPrefab and change the parameter Time of the Trail Renderer component to 5.

  • Check on MyGameObject that the Time variable is 5.

So it is automatically updated. And, when I edit some variable on MyGameObject, it is shown in bold.

How can I ac$$anonymous$$eve the same functionality in my custom **Editor**s? It doesn't happen automatically.

I can get some of the functionality if I call PrefabUtility.ResetToPrefabState in my OnInspectorGUI function. But by doing that, the object remains locked: I can't change values on MyGameObject, the values displayed are always the one from the Prefab.

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Answer by Veehmot · Feb 23, 2012 at 03:30 AM

Wel.. I just call EditorUtility.SetDirty when I modify the GUI and that updates all the PrefabInstances.

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