Hello!
I have a weird question regarding the Editor and I hope you can help me!
I am loading GameObjects from a Database into the UnityEditor.
I am storing and loading properties by using the **SerializedProperty** class.
Some of those objects are prefab instances and I would like to recover them Object by Object.
Serialized Unity Objects have a property **m_PrefabInternal** of type **UnityEngine.Prefab** that contains the property modifications list.
.
I would like to assign the **m_PrefabInternal** value by forcing creation of a new instance of **UnityEngine.Prefab** and then loading the SerializedProperties from the Database. However I have yet to find a way how to do it.
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I cannot use **PrefabUtility.ConnectGameObjectToPrefab** as it just deletes my object and creates a new PrefabInstance.
**PrefabUtility.InstantiatePrefab** does not work as it would require heavy modifications to how my system works and I would like to avoid it at all costs.
**PrefabUtility.ReconnectToLastPrefab** seems to just fail.
Anyone got any smart ideas on how to achieve that?
I even already tried stealing the value of **m_PrefabInternal** from another temporary Prefabinstance.
That worked - but once the temporary instance gets deleted the stolen **UnityEngine.Prefab** gets deleted as well.
<3
Cheers
Henning
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