UnityEditor扩展编辑器:批量处理Prefab
if (GUILayout.Button("批量新建"))
{
foreach (var obj in objs)
{
//删除原关联预设
if (PrefabUtility.GetPrefabParent(obj))
{
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(PrefabUtility.GetPrefabParent(obj)));
}
//新建关联预设
PrefabUtility.CreatePrefab("path", obj, ReplacePrefabOptions.ConnectToPrefab);
}
AssetDatab