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Unity - Scripting API: PrefabUtility.GetCorrespondingObjectFromSourceAtPath
Version: Unity 6.5 (6000.5)
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    PrefabUtility.GetCorrespondingObjectFromSourceAtPath

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    Declaration

    public static TObject GetCorrespondingObjectFromSourceAtPath(TObject componentOrGameObject, string assetPath);

    Parameters

    Parameter Description
    componentOrGameObject The object to find the corresponding object from.
    assetPath The asset path of the Prefab Asset to get the corresponding object from.

    Returns

    TObject The corresponding object or null.

    Description

    Retrieves the corresponding object of the given object from a given Prefab Asset path.

    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 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.png [nested-prefab-instance-example.png]

    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); } }

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