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Unity editor script for better editing of prefabs. Put in Assets/Editor.
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser).
// This opens an empty scene with your prefab where you can edit it.
// Put this script in your project as Assets/Editor/EditPrefab.cs
public class EditPrefab {
static Object getPrefab(Object selection) {
var prefabType = PrefabUtility.GetPrefabType(selection);
if (prefabType == PrefabType.PrefabInstance) {
var prefab = PrefabUtility.GetPrefabParent(selection);
return prefab;
}
if (prefabType == PrefabType.Prefab) {
return selection;
}
return null;
}
[MenuItem("Assets/Edit prefab")]
public static void editPrefab() {
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
var currentScene = EditorSceneManager.GetActiveScene().path;
var prefab = getPrefab(Selection.activeObject);
if (prefab == null) { Debug.Log("Couldn't find prefab"); return; }
var scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
var instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab, scene);
Selection.activeObject = instance;
SceneView.lastActiveSceneView.FrameSelected();
var returnButton = new ReturnToSceneGUI();
returnButton.previousScene = currentScene;
returnButton.prefabInstance = instance;
}
}
public sealed class ReturnToSceneGUI {
public string previousScene;
public GameObject prefabInstance;
public ReturnToSceneGUI() {
SceneView.onSceneGUIDelegate += RenderSceneGUI;
}
public void RenderSceneGUI(SceneView sceneview) {
var style = new GUIStyle();
style.margin = new RectOffset(10, 10, 10, 10);
Handles.BeginGUI();
GUILayout.BeginArea(new Rect(20, 20, 180, 300), style);
var rect = EditorGUILayout.BeginVertical();
GUI.Box(rect, GUIContent.none);
if (GUILayout.Button("Apply and return", new GUILayoutOption[0])) {
PrefabUtility.ReplacePrefab(prefabInstance, PrefabUtility.GetPrefabParent(prefabInstance), ReplacePrefabOptions.ConnectToPrefab);
SceneView.onSceneGUIDelegate -= RenderSceneGUI;
EditorSceneManager.OpenScene(previousScene);
}
if (GUILayout.Button("Discard changes", new GUILayoutOption[0])) {
SceneView.onSceneGUIDelegate -= RenderSceneGUI;
EditorSceneManager.OpenScene(previousScene);
}
EditorGUILayout.EndVertical();
GUILayout.EndArea();
Handles.EndGUI();
}
}
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