Version: 2019.1

PrefabUtility.RecordPrefabInstancePropertyModifications

マニュアルに切り替える
public static void RecordPrefabInstancePropertyModifications (Object targetObject);

パラメーター

targetObjectObject to process.

説明

Causes modifications made to the Prefab instance to be recorded.

Note that the recommended method of enabling instances of Prefabs to record changes is to use SerializedProperty and SerializedObject. This enables instances to record changes and automatically includes changes in the undo system.

Call this method after making modifications to an instance of a Prefab to record those changes in the instance. If this method is not called, changes made to the instance are lost. Note that if you are not using SerializedProperty/SerializedObject, changes to the object are not recorded in the undo system whether or not this method is called.

See Also: SerializedObject SerializedProperty.

using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;

// The following Editor script looks for an existing instance of the TheCube Prefab, records the property // modification and marks the Scene as dirty so that the user can save the Scene afterwards and keep // the changes. public class Example : MonoBehaviour { [MenuItem("TestPrefab/ModifyAndSaveInstance")] static void ModifyCubeInstanceAndSave() { GameObject cubeInstance = GameObject.Find("TheCube01"); Undo.RecordObject(cubeInstance.transform, "Change scale"); cubeInstance.transform.localScale = new Vector3(2, 2, 2);

// Notice that if the call to RecordPrefabInstancePropertyModifications is not present, // all changes to scale will be lost when saving the Scene, and reopening the Scene // would revert the scale back to its previous value. PrefabUtility.RecordPrefabInstancePropertyModifications(cubeInstance.transform);

// Optional step in order to save the Scene changes permanently. EditorSceneManager.SaveScene(SceneManager.GetActiveScene()); } }