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@paulsinnett
Created June 26, 2018 11:05
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Replace objects with a prefab
using UnityEditor;
using UnityEngine;
public class ReplaceWithPrefabWindow : EditorWindow
{
public Transform prefab;
[MenuItem("GameObject/Replace with prefab")]
static void Init()
{
// Get existing open window or if none, make a new one:
ReplaceWithPrefabWindow window = (ReplaceWithPrefabWindow)EditorWindow.GetWindow(typeof(ReplaceWithPrefabWindow));
window.titleContent = new GUIContent("Replace with prefab");
window.Show();
}
void OnGUI()
{
GUILayout.Label("Replacement prefab", EditorStyles.boldLabel);
prefab = (Transform)EditorGUILayout.ObjectField(prefab, typeof(Transform), false);
if (prefab != null && GUILayout.Button("Replace Selection"))
{
int group = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Undo replace objects with prefab");
foreach (var selectedObject in Selection.gameObjects)
{
Transform replacement = (Transform)PrefabUtility.InstantiatePrefab(prefab);
Undo.RegisterCreatedObjectUndo(replacement.gameObject, "replacement prefab");
Undo.SetTransformParent(replacement, selectedObject.transform.parent, "set parent");
replacement.name = selectedObject.name;
replacement.position = selectedObject.transform.position;
replacement.rotation = selectedObject.transform.rotation;
replacement.localScale = selectedObject.transform.localScale;
int siblingNumber = selectedObject.transform.GetSiblingIndex();
Undo.DestroyObjectImmediate(selectedObject);
replacement.SetSiblingIndex(siblingNumber);
}
Undo.CollapseUndoOperations(group);
}
}
}
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