Instantiate original Prefab based on an already existing Prefab in game - unity3d

I am using Prefabs for game levels.
To debug a level I just drag the prefab into Hierarchy view and press [play].
To test level I need an option to replay the prefab, but since I drop it into Hierarchy I need a way to grab the original prefab and Instantiate it again. (and destroy current active prefab).
To find current Active Prefab on Play I just use:
GameObject gameObj= GameObject.FindWithTag("Level");
How do I get the original Prefab and Instantiate it again when pressing 'REPLAY' (button to reload prefab).
I did try to use GetCorrespondingObjectFromOriginalSource
https://docs.unity3d.com/ScriptReference/PrefabUtility.GetCorrespondingObjectFromOriginalSource.html
This will always return null.

Objects in the scene don't have references to the prefabs they come from at runtime. Unity breaks these references when the scene is run (or built). PrefabUtility is an editor-only class for writing editor code.
If you want to do something similar, I'd suggest creating another script that has a reference to the prefab you wish to spawn in. This script can then instantiate that prefab in as a child when the game starts (in Awake or Start) and could have a method on it for destroying the instance and instantiating it again when you want to restart your level.

Related

Can you attach a sprite renderer to a child of a main game object and still have the animator access functions from the main object for events?

When creating a player or enemy in unity, I've learnt that it's best practise to attach the sprite renderer to a child game object so that you can easily reposition the sprite. However, doing this means that the animator also needs to be attached to the child game object, which means you don't have any access to the functions from the parent game object for animation events . Does anyone know a way around this?
I tried putting the animator on the parent object, but then it said the sprite renderer component was missing so I believe they need to be on the same object.
I tried putting the animator on the parent object, but then it said the sprite renderer component was missing so I believe they need to be on the same object.
No! What happened is you moved the animator root so the original property paths stored in your animation clip is invalid now.
The property paths are basically stored via the objects names.
What previously was e.g. (don't know the exact form of the property paths)
/Sprite/SomeProperty
would now need to be something like
YourSpriteObject/Sprite/SomeProperty
but since the animation still uses the first one and there is no Sprite component on your parent object it is invalid and displays as missing.
You will have to redo your animations or write an editor script for automatically changing all animation paths accordingly.
Here I once did something similar for renaming animated objects. You could probably write a similar thing for moving the animator component to a different object in the hierarchy
Alternatively expose the methods on your child object, and then forward them to trigger stuff on the parent via
transform.parent.GetComponent<YourParentClass>().YourMethod();
which of course I would either cache once or assign via the Inspector

Cant drag global gameObject into new unity nested prefab system

Im just starting to use the new Unity nested prefab workflow (or what ever you call it) in Unity 2018.3
So how it works is when you want to edit a prefab, you select it then click on the arrow. When you do this it erases everything from the hierarchy window and then you only have that prefab visible until your done editing it, you click save and then its back to the original hierarchy that was there before you started editing.
This is all fine, but the problem is what if i want to drag a game object from my scene into the prefab im editing is now impossible because as soon as you start editing the prefab, it removes your scene and only shows the contents of the prefab. So you cant drag anything from your scene into the prefab any more because its gone for the duration of the editing.
I dont know if im making myself clear or not.... But basically im saying while editing the prefab, only the contents of the prefab is visible, your scene is not visible, so you cant drag any object from your scene into the prefab anymore.
Anybody knows how to get around this? Right now i want to drag a gameObject from my scene into a prefab im editing to make a reference to a global object, but while editing the prefab my scene is not visible, so i cant do it.
Thank
Just create a copy of your prefab in Hierarchy and make you required changes to that copy once done, drag and drop that copy on you prefab and it will be updated.
When dropping the copy on your prefab you can either create a new prefab or update the original one.
Editing a prefab can be done in multiple ways. To achieve what you want, you should drag an instance of the prefab into your scene where your "other" gameobject is. Ensure that the prefab instance is blue, so that you know that it is still connected to the prefab.
Now, drag your "other" gameobject onto the prefab instance, so that it becomes a child of it. Now you should be able to apply prefab changes through the inspector.
Do note, if you cannot change the position in the hierarchy of the "other" gameobject onto a prefab from within the scene view. If you want to change the position, you should open the prefab scene after applying changes.

Why isn't Unity allowing me to apply certain changes to a prefab?

I have a prefab called square in the asset tray, I drag it into the scene to create an instance of the square prefab (in the hierarchy it is highlighted blue and has the select, revert and apply buttons in the properties). If I move/resize the instance and then press apply, the changes are applied to the prefab.
However, the square prefab has a script with a public game object. I drag the game object from the hierarchy into the slot in the instance's properties tab and is shows that the script is now referencing the actual gameobject. However, when I press apply this change isn't applied to the prefab (the prefab's script still isn't referencing any actual gameobject). All other changes to the prefab are applied.
I have tried dragging the instance into the asset tray to create a new prefab with the changes, but, as soon as I do, the script no longer references the game object.
I shouldn't have to create an entirely new prefab every time I add a public variable to a script so why can't I apply this change?
Ok you can't really drag an instance to a prefab. As a rule of thumb keep instances with instances and prefabs with prefabs.
I would instead find the instance from the prefab when this one is instantiated, with a method like findobjectoftype, or gameobject.find. Let me know if you want me to expand the answer
Solved: Prefabs can only reference other prefabs since there might not be an instance. Made the actual gameobject into an instance of a prefab and applied the prefab to the script
Prefabs are Assets. You can reference only other Assets to an Asset, never instances of Assets.

Can't apply prefab changes

i have a problem when try to apply changes.
I have a GameObject in the hierarchy, i put other GO in a custom script and push apply button. All has saved, but 2 game object can't apply canges.
Thanks in advance.
If you add new objects to the transform hierarchy, those new objects can't reference the prefab because they don't know they're part of the prefab. You can tell this because in the screen hierarchy list the prefab items are blue and the rest are not. You have to save the changes from an object that is part of the prefab first or redefine the prefab by dragging the parent object onto the prefab on the project list. Because a direct save was possible, it will overwrite.
The same is still essentially true for removing objects from the prefab hierarchy, except Unity knows that this is a breaking change (because it wouldn't be mappable to the prefab anymore) and informs you that doing so well remove ALL of the objects from the prefab upward reference and you can only save the changes by redefining the prefab by dragging it from scene to project (and possibly receive another warning about the objects being different: are you sure you want to overwrite?).
Likely those Text and Transform objects are found outside of the prefab. Prefabs can't reference external objects, since there's no guarantee they'll be available for every instantiation of the prefab.

Do Meshes get reloaded when switching scene?

Lets suppose I have a scene with several meshes like trees, boxes, etc. lets call it level 1.
After I finish playing level 1 I switch to level 2 like this.
SceneManager.LoadScene (1, LoadSceneMode.Single); //level2 scene index is 1
The thing is level 2 uses the same meshes level 1 uses. Do they get unloaded -> reloaded?
I'm not talking about DontDestroyOnLoad, as I dont need the same instances of the GameObjects in the level 2 scene.
I'm talking about the Model Data of each object (the meshes), not their instances. I know the instances are deleted, but I think Unity someway knows the next scene uses the same Meshes and keeps them. I just need to know if the Meshes are unloaded and reloaded when switching scene.
Objects that you don't call DontDestroyOnLoad on are destroyed once you change the scene using LoadScene (as if you called Destroy on them all), so yes the get reloaded. They are destroyed then (if they're present in the next scene) they're re-instantiated.
If you do edits to a specific object instantiated in a scene then these edits belong to this object.
If you load the same scene more than once then this specific object will have your edits. However if you load a different scene that has this prefab then the prefab will be a new one without the edits.
If you want all object instantiated to be like this object you have to edit the prefab. To do this you just click the "apply" button.
This will make all objects that become instantiated have the edits.
If you want some object to have the edits and some not to have them you make a separate prefab, just drag the "name" of this object from the hierarchy into your project folder. You've just created a new prefab and you can use it.
Also remember that this doesn't apply to edits done within the game. These are edits that you do (as a developer not as a gamer) in the scene view. Game view edits (for example if a player squishes a cube) are lost after game close.