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Question by thebarryman · Nov 22, 2012 at 09:26 PM · editorassetdatabase

Proper way to refresh asset

I'm having an issue when creating assets from text files. At some point, I need a set of assets to refer to other assets that I just created. However, this doesn't seem to be working, even when I save and refresh the AssetDatabase. The weird thing is that if I do asset creation and loading in two discrete steps, it seems to work, but if I try to do them as part of the same process, it no longer works (which is a big problem for my specific workflow).

 Object prefab = PrefabUtility.CreateEmptyPrefab(assetPath);
 PrefabUtility.ReplacePrefab(go, prefab, ReplacePrefabOptions.ConnectToPrefab);
 
 Editor.DestroyImmediate(go);
 
 AssetDatabase.SaveAssets();
 AssetDatabase.Refresh();

 // evaluates to null
 GameObject savedGo = (GameObject)AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject));

How can I do this properly, so that I can immediately load an asset after creating it?

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