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Unity Engine


RecordPrefabInstancePropertyModifications(Object)

Causes modifications made to the Prefab instance to be recorded.
Read time 1 minuteLast updated 12 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor
public static void RecordPrefabInstancePropertyModifications(Object targetObject)

Parameters

targetObject

Object to process.

Remarks

The recommended way to enable instances of prefabs to record changes is to use SerializedProperty and SerializedObject, instead of using this method. Using
SerializedProperty
and
SerializedObject
enables instances to record changes and automatically includes changes in the undo system.
Call
RecordPrefabInstancePropertyModifications
after making modifications to an instance of a Prefab to record those changes in the instance. If this method isn't called, changes made to the instance are lost and changes to the object aren't recorded in the undo system.
Additional Resources: SerializedObject SerializedProperty.

Examples

using UnityEngine;using UnityEditor;using UnityEditor.SceneManagement;// The following Editor script doubles the scale of the selected GameObject,// 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{ [MenuItem("Examples/Double Scale")] static void DoubleScale() { GameObject gameObject = Selection.activeGameObject; Undo.RecordObject(gameObject.transform, "Double scale"); gameObject.transform.localScale *= 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(gameObject.transform); // Optional step in order to save the Scene changes permanently. //EditorSceneManager.SaveScene(SceneManager.GetActiveScene()); } // Disable the menu item if there is no Hierarchy GameObject selection. [MenuItem("Examples/Double Scale", true)] static bool ValidateDoubleScale() { return Selection.activeGameObject != null && !EditorUtility.IsPersistent(Selection.activeGameObject); }}