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Question by Jojo Batista · Sep 26, 2013 at 06:06 PM · editorprefabdestroycallback

How to handle a "remove component" from a prefab - Editor callbacks

Hello! I have 3 classes, A, B ,C

And I have a prefab. When I drop the prefab to the scene, and add an A component, A adds B to the game object, and B adds C. When I delete A (click, remove component), B and C are removed too. Because I'm adding this:

 [ExecuteInEditMode()]
 public class A : MonoBehaviour {
       public void OnDestroy()
       {
            DestroyImmediate(B);
       }
 }

And, B destroys C the same way.

Now, What I want to do, is to have the same behaviour when I modify the prefab directly.

I have a Resources/ folder, with a prefab, I add an A component, B and C are added. But when I destroy A, B and C don't, because Destroy() isn't called.

How can I do this? Thanks!

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Answer by Jojo Batista · Sep 27, 2013 at 05:57 PM

I would like "answer myself" , I actually have to thank yilmaz kiymaz for taking the trouble of answering this, but basically i had to create a class editor for the component

 using System;
 using UnityEditor;
 using UnityEngine;
 
 [CustomEditor(typeof(A))]
 public class AEditor: Editor
 {
         public void OnDestroy()
     {
         if(!this.target)
         {
             A a = (A)this.target;
             a.DestroySubComponents(); // This destroys B, and B calls c.DestroySubComponents()
         }
     }
 }
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