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Question by justinl · Aug 11, 2013 at 06:29 PM · prefab changing at runtimeprefab connection

How to programmatically break prefab instance upon pressing Play

Is there a way to break a prefab connection in script when I hit the Play button (or when the game starts)? I'm using an asset from the asset store that does not work in play mode unless the connection on it is broken. I know of PrefabUtility.DisconnectPrefabInstance, but it appears like it can only be executed in Edit mode? Is this true?

Thanks!

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avatar image Jerroff · Aug 11, 2013 at 06:47 PM 0
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Just asking, what would you need to break the instance for?

avatar image DaveA · Aug 11, 2013 at 06:50 PM 0
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Curious as to what exactly is happening. What asset, and what does 'not work' mean here?

avatar image justinl · Aug 11, 2013 at 07:43 PM 0
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It's the UniStorm addon that I've downloaded from the asset store. For some reason it has to be a broken instance for it to work. I asked on the assets' forum why this is necessary but I never received a reply with an explanation. By "not work" means that the variables you set in the UniStorm inspector, if the prefab isn't broken in the scene, when you hit play, the variables don't use what you input and revert to default values.

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Answer by Jamora · Aug 11, 2013 at 06:36 PM

You can use the onPlaymodeStateChanged callback to perform your code right after the play or pause button is pressed. You'll need either a custom inspector or an editorwindow to be able to subscribe to the event.

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avatar image DaveA · Aug 11, 2013 at 06:49 PM 0
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Why not in Start or Awake?

avatar image Jamora · Aug 11, 2013 at 06:55 PM 0
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Because the OP said he wanted it when he presses the play button but in edit more because he is using PrefabUtility.DisconnectPrefabInstance. That's in the UnityEditor namespace.

Though I have always been under the impression that links to prefabs are broken when entering the play mode...

avatar image justinl · Oct 18, 2013 at 06:19 PM 0
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Thanks! I finally got around to doing this. Worked great.

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