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Bug GameObject is not part of a Prefab instance

Discussion in 'Scripting' started by YangYangg, Sep 19, 2023.

  1. YangYangg

    YangYangg

    Joined:
    Jun 19, 2021
    Posts:
    2
    Hello guys, I'm running to this issue when trying to edit prefab at runtime.
    • I have a screen like this:

    1.png

    • As you can see is the left corner, I have multiple buttons that is using InstantiatePrefab at runtime. So whenever, I click one of those and also click the yellow button to increase the value, my prefab will be saved via this script:

    2.png

    3.png

    4.png

    • Everything works well if I click one of the buttons first then level up.

    BUT if I click the yellow button first, it running to this error:

    5.png

    • I already checks propertyData (become null) and PrefabUtility.IsPartOfPrefabInstance (return false). Which is not right if they happen like that.
    • I don't know why just one click to the button make it work (not have any onClick event)
    Please support me, i'm stuck with this so long. Thank you very much guys and also sorry for my bad English.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    That is not possible.

    Prefabs can only be edited within the Unity editor.

    Any methods in the
    UnityEditor
    namespace are off-limits for builds.

    If you need to serialize / persist data during a game, here's some notes:




    Load/Save steps:

    https://forum.unity.com/threads/save-system-questions.930366/#post-6087384

    An excellent discussion of loading/saving in Unity3D by Xarbrough:

    https://forum.unity.com/threads/save-system.1232301/#post-7872586

    Loading/Saving ScriptableObjects by a proxy identifier such as name:

    https://forum.unity.com/threads/use...lds-in-editor-and-build.1327059/#post-8394573

    When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls
    new
    to make one, it cannot make the native engine portion of the object.

    Instead you must first create the MonoBehaviour using AddComponent<T>() on a GameObject instance, or use ScriptableObject.CreateInstance<T>() to make your SO, then use the appropriate JSON "populate object" call to fill in its public fields.

    If you want to use PlayerPrefs to save your game, it's always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:

    https://gist.github.com/kurtdekker/7db0500da01c3eb2a7ac8040198ce7f6

    Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.

    https://docs.microsoft.com/en-us/dotnet/standard/serialization/binaryformatter-security-guide



    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    - Do not TALK about code without posting it.
    - Do NOT post unformatted code.
    - Do NOT retype code. Use copy/paste properly using code tags.
    - Do NOT post screenshots of code.
    - Do NOT post photographs of code.
    - ONLY post the relevant code, and then refer to it in your discussion.
     
    Bunny83, YangYangg and Yuchen_Chang like this.
  3. YangYangg

    YangYangg

    Joined:
    Jun 19, 2021
    Posts:
    2
    Thank you very much for your instructor and have a nice day sir