This simple Editor tool to instantiate Prefabs is doing so, but the instantiated objects are missing their connection to the prefab (aka not blue, updating prefab doesn't show changes in copies).
public class FixMazePrefabConnections : MonoBehaviour
foreach (GameObject maze in mazes)
// Instantiate blank maze
GameObject newMaze = PrefabUtility.InstantiatePrefab(blankMazePrefab) as GameObject;
I've tried suggestions like using:
to no avail. Any clue what I can try to preserve the connections?
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
90 People are following this question.
RequireComponent for built in components
Checking if object intersects?
Can I create a child gameobject on a prefab with an editor script
Detecting when a component has been pasted onto an inactive object
Give an specific parameter of my GameObject to a Script using the Inspector