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Question by Orangy-Tang · Aug 08, 2014 at 10:03 PM ·

Altering existing prefab asset with editor script

I have an editor script that generates textures, materials and meshes, then for each pair generates a GameObject with a MeshFilter and a MeshRenderer so it can be dropped straight into the editor (this mimics what you get if you import a model file manually).

The first time this is fine - I use AssetDatabase.CreateAsset and everything works. The second time however I cannot figure out how to update the existing asset - there doesn't seem to be anything like AssetDatabase.UpdateAsset(). If I call LoadAssetAsPath I can get the current asset, but I cannot see how to update it - just setting the attributes does not actually affect the asset on disk (and no, AssetDatabse.SaveAssets does not work for this).

Currently I can only delete the existing asset, then create it again. However this break all existing instances of these assets (presumably because it's got a new GUID).

How can I update an existing asset file on disk while retaining it's existing GUID and editor instances?

Thanks

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Answer by Bezzy · Aug 11, 2014 at 10:01 AM

EditorUtilty.SetDirty() will flag the asset with changes, such that saving the unity scene will save any changed metadata?

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