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Question by morobuse · Oct 19, 2012 at 07:07 PM · editorinstantiateprefabassetpostprocessor

Instantiate prefab in the editor

Hello. How can I instantiate in the asset post processor prefabs?

I've built a pipeline tool in maya that gives string attributes to locators in maya, and in the asset post processor script (JS) I've managed to read that.

Now I want to instantiate it in the editor, so I can have a complete level.

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avatar image DaveA · Oct 19, 2012 at 08:05 PM 0
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Via a menu command or automatically on import? Can you post any code?

avatar image MountDoomTeam · Oct 20, 2012 at 04:49 AM 0
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don't understand

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Answer by morobuse · Oct 20, 2012 at 09:06 PM

So this is what I was talking about... it's not perfect but it does what I wanted it to do... sort of...

     class MyPostprocessor extends AssetPostprocessor {
         
         function OnPostprocessGameObjectWithUserProperties (
             go : GameObject,
             propNames : String[],
             values : System.Object[]){
             for (var i : int = 0; i < propNames.Length; i++) {
                 
                 var propName : String = propNames[i];
                 var value : Object = values[i];     
                 modelImporter = assetImporter as ModelImporter;
                 
     
                                                                                                                                                                                                                                                                                                                                         
                 // adds script
                 if (propName == "isPrefab")
                 {
                     if (value.GetType() == String) {
                         var isPrefab : String = value;
                         if (isPrefab != null)
                         {
               
                             var newInstance : GameObject = PrefabUtility.InstantiatePrefab(Resources.Load(isPrefab));
                              var meshToDelete = go.GetComponent(MeshFilter);
                              var meshRendererToDelete = go.GetComponent(MeshRenderer);
                              // Debug.Log(meshToDelete);
                             MeshFilter.DestroyImmediate(meshToDelete);
                             MeshRenderer.DestroyImmediate(meshRendererToDelete);
                              
                             newInstance.transform.parent = go.transform;
                             newInstance.transform.localRotation = new Quaternion.Euler(0, 0, 0);
                             newInstance.transform.localPosition = new Vector3(0,0,0);
                             newInstance.transform.localScale = new Vector3(1,1,1);
                             // var newItem : GameObject = GameObject.Instantiate(Resources.Load(isPrefab), go.transform.position, go.transform.rotation);
                             // newItem.transform.parent = go.transform;
                             // newItem.transform.localScale = new Vector3(1,1,1);
                         }
                     }
                 } 
     
             }
         }   
     }
 
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