Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


GetCorrespondingObjectFromSourceAtPath<TObject>(TObject, string)

Retrieves the corresponding object of the given object from a given Prefab Asset path.
Read time 2 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule

GetCorrespondingObjectFromSourceAtPath<T>(T, string)

public static TObject GetCorrespondingObjectFromSourceAtPath<TObject>(TObject componentOrGameObject, string assetPath) where TObject : Object

Parameters

componentOrGameObject

T
The object to find the corresponding object from.

assetPath

The asset path of the Prefab Asset to get the corresponding object from.

Returns

Type

Description

TThe corresponding object or null.

Remarks

Use this method to find the corresponding asset the
source
was instantiated from, if but only if it is within the prefab asset at the specified path.
If you don't have the path to pass in, you can use PrefabUtility.GetCorrespondingObjectFromSource instead.
This method returns null if the given object does not have a corresponding object within the prefab asset at the specified path.
For example, in the following image prefab asset A contains a child nested prefab B, which contains a child nested prefab C.
nested prefab instance example (GetCorrespondingObjectFromSourceAtPath<TObject>(TObject, string))
The image shows the nested prefab assets, with B and C nested under A, and C nested under B, and how this structure carries over to their nested instances in the Hierarchy window.
In this example scenario, if you call
GetCorrespondingObjectFromSourceAtPath
with the instance of GameObject C as the
componentOrGameObject
parameter and
Assets/A.prefab
as the
assetPath
, this method returns the nested prefab object C from the prefab asset A.
The following example adds a menu item to the Editor, which launches a simple wizard that allows you to test the results of this method.
using UnityEditor;using UnityEngine;public class AssetSourceTestWizard : ScriptableWizard{ public GameObject instance; public string path; [MenuItem("Test/Asset Source Test Wizard")] static void CreateWizard() { ScriptableWizard.DisplayWizard<AssetSourceTestWizard>("Asset Source Test Wizard", "Do Test"); } void OnWizardCreate() { var o1 = PrefabUtility.GetCorrespondingObjectFromSourceAtPath(instance, path); Debug.Log("Corresponding object from source: " + o1.name); }}