// Creates a prefab at the given path. // If a prefab already exists it asks if you want to replace it using UnityEngine; using UnityEditor; public class CreateNewPrefab : EditorWindow { [MenuItem("Prefab/Create New Prefab")] static void CreatePrefab() { GameObject[] objs = Selection.gameObjects; foreach (GameObject go in objs) { string localPath = "Assets/" + go.name + ".prefab"; if (AssetDatabase.LoadAssetAtPath(localPath, typeof(GameObject))) { if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do you want to overwrite it?", "Yes", "No")) { CreateNew(go, localPath); } } else { Debug.Log(go.name + " Prefab Created"); CreateNew(go, localPath); } } } // Disable the menu item if no selection is in place [MenuItem("Prefab/Create New Prefab", true)] static bool ValidateCreatePrefab() { return Selection.activeGameObject != null; } static void CreateNew(GameObject obj, string localPath) { Object prefab = PrefabUtility.CreateEmptyPrefab(localPath); PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab); } }