Search Issue Tracker
By Design
Votes
0
Found in
2018.2.0x
Issue ID
1063806
Regression
No
[Backend] PrefabUtility.CreatePrefab returns null when called from ScriptedImporter.OnImportAsset
How to reproduce:
1. Open the "CreatePrefab.zip" project
2. Delete "Assets/MyPrefab" asset
3. MyCustomMenu > Create Prefab, notice that no errors are thrown
4. Delete "Assets/MyPrefab" asset
5. Reimport "Assets/MyCustomAsset", notice the "prefab == null" error
Actual result: PrefabUtility.CreatePrefab references to null if called via ScriptedImporter.OnImportAsset
Expected result: PrefabUtility.CreatePrefab should refer to the recently created prefab
Reproducible with: 2018.3.0a6, 2018.2.0x-ImprovedPrefabs.
Not reproducible with: 2018.2.1f1, 2018.1.9f1, 2017.4.8f1.
Notes:
MyCustomImporter.cs calls "CreatePrefab()" (line 20) function on reimport or when "Create Prefab" menu option is pressed, which creates prefab.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- IndexOutOfRangeException occurs when entering "<a></a>" tags in a TextMeshPro UI field
- Numeric property drag cursor gets enabled in the Inspector Preview window when the window is above numeric properties
- UI elements become unusable due to Object and Text Fields being set to empty/"0" when clicking "Reset" on their Components
- Scene Asset is not attached to a Lighting Data Asset for a URP Package Sample Scene
- Gizmos are not rendered for the Base Camera when using Camera Stacking
Add comment