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I had to change the data format of one of the components we use frequently. I thought I could just quickly write a script to search through the entire project, find any prefabs containing the component, and then run some code to convert the data. But I'm not actually sure where to start -- how do I iterate through prefabs in editor code? I'm familiar with finding active game objects (i.e. in the scene/hierarchy) but not those in the project. I must be tired, but I just can't find out where to start (I looked in EditorApplication, EditorUtility, searched here, etc).
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Hi,
I think this is what you need given your explanation. You will end up with a list of all objects in that path. Look at the rest of AssetDatabase functions, there is a lot related to that. Then you could use
As you iterate through the return of AssetDatabase.LoadAllAssetsAtPath or whatever in the scene, if GetPrefabType() returns PrefabType.Prefab as a result, then you have a prefab. Hope it helps, Bye, Jean Thanks; would I be correct in assuming that LoadAllAssetsAtPath does not check child folders? So I'll need to do that too. Ok, thanks a lot!
Nov 26 '10 at 03:13 PM
Molix
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