Editor; public class SavePrefabExample { [MenuItem("Tools/Save Selected GameObject as Prefab")] static void SaveSelectedGameObjectAsPrefab() { // 获取当前选中的游戏对象 GameObject selectedGameObject = Selection.activeGameObject; if (selectedGameObject == null) { Debug.LogError("No game object ...
PrefabUtility.GetCorrespondingObjectFromSource :获取选中节点最外层相关联的预制 PrefabUtility.GetCorrespondingObjectFromOriginalSource :获取选中节点相关联的预制且该节点是该预制的原始对象节点 PrefabUtility.SavePrefabAsset(asset): 只能用来保存预制文件对象 底层最终调了 SavePrefab_Internal PrefabUtility.SaveAsPrefabAsset...
——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 class Test : MonoBehaviour { [MenuItem("Tools/PrefabTest")] private static void PrefabTest() { string savePath = "Assets/Prefabs/go.prefab"; PrefabUtility.SaveAsPrefabAsset(Selection...
The input object must be a plain GameObject or the outermost root of a Prefab Instance. It cannot be a child inside a Prefab instance.如果输入对象是预制件实例根,则生成的预制件将是预制件变体。反之,如果要新建唯一的预制件,需要首先解压该预制件实例。返回对象是已保存的预制件资源(如果可用)的根...
string outPutPath = "Assets/Prefabs"+ "/" + + ".prefab";//要输出的路径 InteractionMode mInteractionMode = InteractionMode.AutomatedAction;//自动还是手动打包,手动可以支持Undo操作,撤销链接 PrefabUtility.SaveAsPrefabAssetAndConnect(gameObj, outPutPath, mInteractionMode); ...
EditorPathUtils.SaveCreateFolder(Path.GetDirectoryName(outPath)); // 该筛选器字符串可以包含:名称、资产标签(l)和类型(t类名称)的搜索数据 // Mesh AnimationClip Material,等等都在里面 string[] fbxGUIDs = AssetDatabase.FindAssets("t:Object", new string[] { path }); ...
2D Object : 2D物体 Light : 灯光 Audio:声音 UI:UI Particel System : 粒子系统 Camera : 相机 Center On Child : 在子物体居中 Make Parent : 设置父物体 Clear Parent : 清楚父物体 Apply Change To Prefab : 修改内容应用于预制物 Break Prefab Instance: 中断实例化的预制物 ...
3.AssetDatabase.SaveAsset() 序列化场景 4.使用PrefabUtility相关的ApplyOverride的操作,override粒度根据各个API的作用自行选择 发现此规律的方法如下: 用文本编辑器打开场景文件,实例物体都是以 PrefabInstance 命名的,它的子属性有 m_SourcePrefab 指向对应的预制体的guid,如果你修改了它并序列化了它,它就会有众多...
FindPrefabRoot->GetOutermostPrefabInstanceRoot GetPrefabParent->GetCorrespondingObjectFromSource ReplacePrefab->SaveAsPrefabAssetAndConnect/SavePrefabAsset/SaveAsPrefabAsset AndroidBuildSystem.Internal->AndroidBuildSystem.Gradle XML单例报错 PrefabType->PrefabAssetType ...
为Unity的新版ugui的Prefab生成预览图 using UnityEngine; using System.Collections; using UnityEditor; using System.IO; [CustomPreview(typeof(GameObject))] public class UIPreview : ObjectPreview { Texture preview; const string cachePreviewPath = "CachePreviews";...