How to find a GameObjects Prefab during runtime with Unity version 2018.3
After updating to Unity 2018.3.0f2 I`m unable to find a GameObjects prefab while the game is running. In the previous versions i was simply using this line:
GameObject prefabObject =
PrefabUtility.GetCorrespondingObjectFromSource(gameObject);
But after the update this function only returns null, so I tried the new functions:
- PrefabUtility.GetPrefabInstanceHandle
- PrefabUtility.GetNearestPrefabInstanceRoot
- PrefabUtility.GetOutermostPrefabInstanceRoot
but all of them return null but I`m sure that I am handing a prefab over as parameter. Any ideas what I am doing wrong here?
c# unity3d
|
show 1 more comment
After updating to Unity 2018.3.0f2 I`m unable to find a GameObjects prefab while the game is running. In the previous versions i was simply using this line:
GameObject prefabObject =
PrefabUtility.GetCorrespondingObjectFromSource(gameObject);
But after the update this function only returns null, so I tried the new functions:
- PrefabUtility.GetPrefabInstanceHandle
- PrefabUtility.GetNearestPrefabInstanceRoot
- PrefabUtility.GetOutermostPrefabInstanceRoot
but all of them return null but I`m sure that I am handing a prefab over as parameter. Any ideas what I am doing wrong here?
c# unity3d
3
PrefabUtility is in theUnityEditor
namespace, so it only works in the editor. This has never been otherwise as far as I know.
– Draco18s
Jan 1 at 5:51
1
@Draco18s Yeah i know, but I only need my script when I start the game in the editor.
– Bodo Baumstamm
Jan 1 at 11:05
but I'm sure that I am handing a prefab over as parameter
.. shouldn't you rather pass a reference of an instance of a prefab from your scene instead of a prefab itself? Also I'm not sure if this works on runtime (/in play mode) .. never tried it but I don't know if changing a prefab on runtime would also change the instances ... Meaning I'm not sure if instances are still linked to prefabs at runtime (/in play mode) at all
– derHugo
Jan 2 at 8:03
@derHugo i dont want to change the prefab i rather want to get the asset path and it worked before the update :/ and yeah, im handing over a reference of an instance, i just described that poorly
– Bodo Baumstamm
Jan 2 at 10:53
maybe you could check IsPartOfAnyPrefab and GetPrefabInstanceStatus just to be sure the link to the prefab is intact in the moment your code is executed.
– derHugo
Jan 2 at 11:02
|
show 1 more comment
After updating to Unity 2018.3.0f2 I`m unable to find a GameObjects prefab while the game is running. In the previous versions i was simply using this line:
GameObject prefabObject =
PrefabUtility.GetCorrespondingObjectFromSource(gameObject);
But after the update this function only returns null, so I tried the new functions:
- PrefabUtility.GetPrefabInstanceHandle
- PrefabUtility.GetNearestPrefabInstanceRoot
- PrefabUtility.GetOutermostPrefabInstanceRoot
but all of them return null but I`m sure that I am handing a prefab over as parameter. Any ideas what I am doing wrong here?
c# unity3d
After updating to Unity 2018.3.0f2 I`m unable to find a GameObjects prefab while the game is running. In the previous versions i was simply using this line:
GameObject prefabObject =
PrefabUtility.GetCorrespondingObjectFromSource(gameObject);
But after the update this function only returns null, so I tried the new functions:
- PrefabUtility.GetPrefabInstanceHandle
- PrefabUtility.GetNearestPrefabInstanceRoot
- PrefabUtility.GetOutermostPrefabInstanceRoot
but all of them return null but I`m sure that I am handing a prefab over as parameter. Any ideas what I am doing wrong here?
c# unity3d
c# unity3d
asked Jan 1 at 2:23
Bodo BaumstammBodo Baumstamm
11
11
3
PrefabUtility is in theUnityEditor
namespace, so it only works in the editor. This has never been otherwise as far as I know.
– Draco18s
Jan 1 at 5:51
1
@Draco18s Yeah i know, but I only need my script when I start the game in the editor.
– Bodo Baumstamm
Jan 1 at 11:05
but I'm sure that I am handing a prefab over as parameter
.. shouldn't you rather pass a reference of an instance of a prefab from your scene instead of a prefab itself? Also I'm not sure if this works on runtime (/in play mode) .. never tried it but I don't know if changing a prefab on runtime would also change the instances ... Meaning I'm not sure if instances are still linked to prefabs at runtime (/in play mode) at all
– derHugo
Jan 2 at 8:03
@derHugo i dont want to change the prefab i rather want to get the asset path and it worked before the update :/ and yeah, im handing over a reference of an instance, i just described that poorly
– Bodo Baumstamm
Jan 2 at 10:53
maybe you could check IsPartOfAnyPrefab and GetPrefabInstanceStatus just to be sure the link to the prefab is intact in the moment your code is executed.
– derHugo
Jan 2 at 11:02
|
show 1 more comment
3
PrefabUtility is in theUnityEditor
namespace, so it only works in the editor. This has never been otherwise as far as I know.
– Draco18s
Jan 1 at 5:51
1
@Draco18s Yeah i know, but I only need my script when I start the game in the editor.
– Bodo Baumstamm
Jan 1 at 11:05
but I'm sure that I am handing a prefab over as parameter
.. shouldn't you rather pass a reference of an instance of a prefab from your scene instead of a prefab itself? Also I'm not sure if this works on runtime (/in play mode) .. never tried it but I don't know if changing a prefab on runtime would also change the instances ... Meaning I'm not sure if instances are still linked to prefabs at runtime (/in play mode) at all
– derHugo
Jan 2 at 8:03
@derHugo i dont want to change the prefab i rather want to get the asset path and it worked before the update :/ and yeah, im handing over a reference of an instance, i just described that poorly
– Bodo Baumstamm
Jan 2 at 10:53
maybe you could check IsPartOfAnyPrefab and GetPrefabInstanceStatus just to be sure the link to the prefab is intact in the moment your code is executed.
– derHugo
Jan 2 at 11:02
3
3
PrefabUtility is in the
UnityEditor
namespace, so it only works in the editor. This has never been otherwise as far as I know.– Draco18s
Jan 1 at 5:51
PrefabUtility is in the
UnityEditor
namespace, so it only works in the editor. This has never been otherwise as far as I know.– Draco18s
Jan 1 at 5:51
1
1
@Draco18s Yeah i know, but I only need my script when I start the game in the editor.
– Bodo Baumstamm
Jan 1 at 11:05
@Draco18s Yeah i know, but I only need my script when I start the game in the editor.
– Bodo Baumstamm
Jan 1 at 11:05
but I'm sure that I am handing a prefab over as parameter
.. shouldn't you rather pass a reference of an instance of a prefab from your scene instead of a prefab itself? Also I'm not sure if this works on runtime (/in play mode) .. never tried it but I don't know if changing a prefab on runtime would also change the instances ... Meaning I'm not sure if instances are still linked to prefabs at runtime (/in play mode) at all– derHugo
Jan 2 at 8:03
but I'm sure that I am handing a prefab over as parameter
.. shouldn't you rather pass a reference of an instance of a prefab from your scene instead of a prefab itself? Also I'm not sure if this works on runtime (/in play mode) .. never tried it but I don't know if changing a prefab on runtime would also change the instances ... Meaning I'm not sure if instances are still linked to prefabs at runtime (/in play mode) at all– derHugo
Jan 2 at 8:03
@derHugo i dont want to change the prefab i rather want to get the asset path and it worked before the update :/ and yeah, im handing over a reference of an instance, i just described that poorly
– Bodo Baumstamm
Jan 2 at 10:53
@derHugo i dont want to change the prefab i rather want to get the asset path and it worked before the update :/ and yeah, im handing over a reference of an instance, i just described that poorly
– Bodo Baumstamm
Jan 2 at 10:53
maybe you could check IsPartOfAnyPrefab and GetPrefabInstanceStatus just to be sure the link to the prefab is intact in the moment your code is executed.
– derHugo
Jan 2 at 11:02
maybe you could check IsPartOfAnyPrefab and GetPrefabInstanceStatus just to be sure the link to the prefab is intact in the moment your code is executed.
– derHugo
Jan 2 at 11:02
|
show 1 more comment
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3
PrefabUtility is in the
UnityEditor
namespace, so it only works in the editor. This has never been otherwise as far as I know.– Draco18s
Jan 1 at 5:51
1
@Draco18s Yeah i know, but I only need my script when I start the game in the editor.
– Bodo Baumstamm
Jan 1 at 11:05
but I'm sure that I am handing a prefab over as parameter
.. shouldn't you rather pass a reference of an instance of a prefab from your scene instead of a prefab itself? Also I'm not sure if this works on runtime (/in play mode) .. never tried it but I don't know if changing a prefab on runtime would also change the instances ... Meaning I'm not sure if instances are still linked to prefabs at runtime (/in play mode) at all– derHugo
Jan 2 at 8:03
@derHugo i dont want to change the prefab i rather want to get the asset path and it worked before the update :/ and yeah, im handing over a reference of an instance, i just described that poorly
– Bodo Baumstamm
Jan 2 at 10:53
maybe you could check IsPartOfAnyPrefab and GetPrefabInstanceStatus just to be sure the link to the prefab is intact in the moment your code is executed.
– derHugo
Jan 2 at 11:02