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1
Question by p24601 · Jul 03, 2012 at 03:43 PM · destroyprefabsprojectcreateiterate

How to iterate all prefabs in project and create them in scene

Hi there, I'm very new to Unity Programming so I'm not sure what's possible and what is not. I didn't see this question asked before so here goes.

What I am looking to do is iterate through all the prefabs in a particular directory in my project and create/destroy them in scene so some operations can be performed.

essentially

var directory = "\assets\objects\items\";

foreach(var prefab in directory) {

Create(prefab)

// do something with prefab

Destroy(prefab)

}

Is this possible? Or can you only iterate objects already in a scene?

If so, how would you do it, and how do you create/destroy those prefabs?

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avatar image p24601 · Jul 06, 2012 at 01:22 PM 0
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So this is ended up being the solution I went with:

IEnumerable>string< assetFolderPaths = AssetDatabase.GetAllAssetPaths().Where(path => path.EndsWith(".prefab") && path.Contains(pathFilter));

IEnumerable>string< assets = assetFolderPaths.Select(item => AssetDatabase.LoadAssetAtPath(item, typeof(GameObject))).Cast>GameObject<().Where(obj => obj != null);

int i = 0;

foreach (GameObject obj in assets) {

obj.rigidbody.useGravity = false;

var newObject = Instantiate(obj, new Vector3(i++ * 100.0f, 0, 0), Quaternion.identity) as GameObject;

_items.Add(newObject);

}

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Answer by dannyskim · Jul 03, 2012 at 07:09 PM

Take a look at this following link:

http://answers.unity3d.com/questions/234935/how-do-i-enumerate-the-contents-of-an-asset-folder.html

This shows you how to iterate through the returned objects in a directory. After you get the returned data paths, you could simply:

 Instantiate( Resources.Load( "assetDataPathHere" ) );

And destroy the cached object when you need to accordingly.

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avatar image keenanwoodall · Jul 15, 2014 at 08:56 PM 0
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How would I load the prefab without Unity telling me that a String isn't an object?

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Answer by Luci85 · Jul 03, 2012 at 07:20 PM

An easy solution is assigning all prefabs with a tag and just gather all gameobjects with the same tag:

 var gameobjects:GameObject[] = GameObject.FindGameObjectsWithTag("PrefabTag");

And then loop through all gameobjects:

 for(var gameobject:GameObject in gameobjects)
 {
 Create(gameobject)
 // do something with prefab
 Destroy(gameobject)
 }
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avatar image dimosdennis · Sep 22, 2015 at 02:41 PM 0
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This will only work for prefabs already instantiated in the scene unfortunately.

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