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(ids[i]); GameObject prefab =...
代码如下,将会给transform的右键增加一个save prefab的选项。 usingUnityEngine;usingUnityEditor;usingSystem.Collections;staticpublicclassPrefabExtendTools { [MenuItem("CONTEXT/Transform/SavePrefab")]staticpublicvoidSavePrefab() { GameObject source= PrefabUtility.GetPrefabParent (Selection.activeGameObject)asGameObje...
private GameObject createModel;//用于创建的场景模型 void Start() { //获取场景相机 GameObject gameObject=GameObject.Find("Main Camera"); mCamera=gameObject.GetComponent<Camera>(); createModel = Instantiate(PrefabModel);//生成模型到场景 } void Update() { /*从摄像机向鼠标方向发射射线,获取鼠标位置*...
GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Prefabs/test.prefab"); PrefabUtility.SavePrefabAsset(go); } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. ——SaveAsPrefabAsset 保存成一个预制体,只能保存一个场景中的游戏物体 using UnityEditor; using UnityEngine; public ...
if(prefab) { string str = AssetDatabase.GetAssetPath(prefab); string path = str.Replace(".prefab", ".obj"); GameObject tmp = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject; if(tmp) { GameObject instTmp = Instantiate(tmp, obj.transform); ...
有时候会在场景中修改大量的prefab的实例物体,然后又需要同步到prefab上,这个脚本就非常有用了: usingUnityEngine;usingUnityEditor;publicclassEditorHelp{[MenuItem("Tools/自动保存修改到Prefab",false,0)]staticvoidAutoSaveGameObjectToPrefab(){GameObject[]selections=Selection.gameObjects;foreach(GameObjectselectinse...
如下图所示,Unity3d做了一个功能,在Project视图中选择一个Prefab,然后右键选择Find References In Scene ,那么此时Unity会自动帮你在当前场景中找到Hierarchy视图中引用这个Prefab的GameObject。 但是这个方法有点局限性,就是它只能找到当前场景的,假设你的这个Prefab在很多场景中都引用了,那么这样是找不到了,为了美术我...
PrefabUtility.SavePrefabAsset public static GameObject SavePrefabAsset (GameObject asset); public static GameObject SavePrefabAsset (GameObject asset, out bool savedSuccessfully); 参数 asset 属于要保存的预制件资产一部分的任何游戏对象。 savedSuccessfully 保存操作的结果(成功或不成功)。将其与控制台日志一...
publicclassConfigAuthoring:MonoBehaviour{publicGameObjectPrefab;classBaker:Baker<ConfigAuthoring>{public...