Unity 批处理修改prefab内容并保存

扫描 Assets/Resources/Prefabs 目录下的所有 Prefab资源,加载并修改 预先体内容,这里是修改 GameObject 的 Layer属性,除此之外,还可以执行更多的操作,例如 根据 游戏对象 上的ParticleEmitter 添加一个对应的 ParticleSystem 来升级 Unity 粒子系统 等等。

EditorUtility.DisplayProgressBar("Modify Prefab", "Please wait...", 0);

string[] ids = AssetDatabase.FindAssets("t:Prefab", new string[] { "Assets/Resources/Prefabs"});
for (int i = 0; i < ids.Length; i++) {

    string path = AssetDatabase.GUIDToAssetPath(ids[i]);
    GameObject prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
    GameObject instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;

    // change instance
    Transform[] trans = instance.GetComponentsInChildren<Transform>();
    int layer = LayerMask.NameToLayer("Player");
    for (int j = 0; j < trans.Length; j++) {
        trans[j].gameObject.layer = layer;
    }

    // other change instance ... ...

    // save
    PrefabUtility.ReplacePrefab(instance, prefab, ReplacePrefabOptions.ConnectToPrefab);

    DestroyImmediate(instance);

    EditorUtility.DisplayProgressBar("Modify Prefab", "Please wait...", i/(float)ids.Length);
}

AssetDatabase.SaveAssets();

EditorUtility.ClearProgressBar();

参考