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using UnityEngine;
using UnityEditor;
public class CreateNesting
{
[MenuItem("Prefabs/Nesting/NestBInA Via Instances")]
static public void NestBInAViaInstances()
{
var goA = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Prefabs/A.prefab");
var goB = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Prefabs/B.prefab");
var instanceA = (GameObject)PrefabUtility.InstantiatePrefab(goA);
var instanceB = (GameObject)PrefabUtility.InstantiatePrefab(goB);
instanceB.GetComponent<Transform>().parent = instanceA.GetComponent<Transform>();
PrefabUtility.RecordPrefabInstancePropertyModifications(instanceB.GetComponent<Transform>());
PrefabUtility.ApplyPrefabInstance(instanceA, InteractionMode.AutomatedAction);
// Clean up
GameObject.DestroyImmediate(instanceA);
}
[MenuItem("Prefabs/Nesting/NestBInA Via Content")]
static public void NestBInAViaContent()
{
string path = "Assets/Prefabs/A.prefab";
var goB = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Prefabs/B.prefab");
var instanceB = (GameObject)PrefabUtility.InstantiatePrefab(goB);
var root = PrefabUtility.LoadPrefabContents(path);
instanceB.GetComponent<Transform>().parent = root.GetComponent<Transform>();
PrefabUtility.RecordPrefabInstancePropertyModifications(instanceB.GetComponent<Transform>());
PrefabUtility.SaveAsPrefabAsset(root, path);
// Clean up
PrefabUtility.UnloadPrefabContents(root);
}
}