Unity批处理修改prefab内容并保存 EditorUtility.DisplayProgressBar("Modify Prefab","Please wait...", 0); string[] ids = AssetDatabase.FindAssets("t:Prefab", new string[] {"Assets/Resources/Prefabs"});for(int i = 0; i < ids.Length; i++) { string path = AssetDatabase.GUIDToAssetPath(...
代码中为什么要使用PrefabUtility.InstantiatePrefab和PrefabUtility.ReplacePrefab,这是因为上述例子有一点比较特殊的地方,就是是一个prefab中嵌入另一个prefab。如果单纯的只是操作一个prefab是没有必要这样做的。
for (int i = 0; i < _clipList.Count; i++) { _animation.AddClip(_clipList[i], _clipList[i].name); } GG.transform.localPosition = Vector3.zero; Object _prefab = PrefabUtility.CreateEmptyPrefab(ProjectDirectory.PrefabLocalPath_Creature + "/" + key + ".prefab"); PrefabUtility.Replace...
usingUnityEditor; usingSystem.Collections.Generic; publicclassTestEditor:Editor{ [MenuItem("1/ModifyPrefab")] staticvoidTest() { ModifyAsset.ModifyPrefab<NewBehaviourScript>(delegate(Componentobj){ NewBehaviourScriptscript=objasNewBehaviourScript; script.hero.objects=newList<GameObject>(){script.obj}; ...
[Unity Edi..工具实现修改Prefab有两种方式,1)实例化Prefab,修改GameObject的实例,然后再替换工程里的资源(SaveAsPrefabAsset)。2)通过SerializedObject直接修
usingUnityEditor; usingSystem.Collections.Generic; publicclassTestEditor:Editor{ [MenuItem("1/ModifyPrefab")] staticvoidTest() { ModifyAsset.ModifyPrefab<NewBehaviourScript>(delegate(Componentobj){ NewBehaviourScriptscript=objasNewBehaviourScript; ...
修改Prefab有两种方式,1)实例化Prefab,修改GameObject的实例,然后再替换工程里的资源(SaveAsPrefabAsset)。2)通过SerializedObject直接修改Prefab资源。这里我采用了第2中方法。 方法1在实现上更常规化,和平时开发游戏逻辑的思路、方式完全一样,但是要创建、销毁实例并替换资源,感觉更像一种间接的方式。
EditorUtility.SetDirty Leave feedback Declaration public static voidSetDirty(Objecttarget); Parameters targetThe object to mark as dirty. Description Markstargetobject as dirty. You can useSetDirtywhen you want to modify an object without creating an undo entry, but still ensure the change is regi...
EditorGUILayout.BeginHorizontal(); mItemPrefabPath.stringValue = EditorGUILayout.TextField("ItemPrefabPath", mItemPrefabPath.stringValue); if (GUILayout.Button("选择")) { string path = EditorUtility.OpenFilePanel("选择文件", "", ""); if (!string.IsNullOrEmpty(path)) { mItemPrefabPath.stri...
Awakeis called only when a new instance of the script component is created. This happens when Unity loads a scene that contains the component or when you create a new component in the Editor, for example through theComponentmenu. Updateis called on every redraw of theSceneview orGameview. ...