How to find a GameObjects Prefab during runtime with Unity version 2018.3












0















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:




  1. PrefabUtility.GetPrefabInstanceHandle

  2. PrefabUtility.GetNearestPrefabInstanceRoot

  3. 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?










share|improve this question


















  • 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


















0















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:




  1. PrefabUtility.GetPrefabInstanceHandle

  2. PrefabUtility.GetNearestPrefabInstanceRoot

  3. 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?










share|improve this question


















  • 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
















0












0








0








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:




  1. PrefabUtility.GetPrefabInstanceHandle

  2. PrefabUtility.GetNearestPrefabInstanceRoot

  3. 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?










share|improve this question














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:




  1. PrefabUtility.GetPrefabInstanceHandle

  2. PrefabUtility.GetNearestPrefabInstanceRoot

  3. 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






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Jan 1 at 2:23









Bodo BaumstammBodo Baumstamm

11




11








  • 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
















  • 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










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














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