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By Design

Votes

0

Found in

2019.3

2019.3.2f1

2020.1

2020.2

Issue ID

1223430

Regression

Yes

Opening a nested Prefab consisting of two Prefabs results in a corrupted and broken Prefab which becomes a Prefab variant

Scene Management

-

Reproduction steps:
1. Open the user's attacjed project "PrefabDebugging.zip"
2. In the Hierarchy window create a new empty GameObject
3. Under the "Assets/Prefabs" folder add the "ENT_dwarven_axe_lvl_01_001_worldspace" and "ENT_dwarven_axe_lvl_02_001_worldspace" Prefabs as children
4. Save the empty GameObject as a Prefab in the Project window
5. In the Hierarchy window open "GameObject" GameObject in Prefab Mode

Expected result: Prefab Scene View is opened normally without any errors in the console
Actual result: Prefab is broken and becomes a Prefab variant of one of the children

Reproduces on: 2019.3.4f1, 2020.1.0a26, 2020.2.0a1
Could not reproduce on 2018.4 and 2017.4 due to errors in the Console window

-Does not reproduce on a fresh project

  1. Response avatar

    Resolution Note (fix version ):

    The problem comes from the user script: BaseGameObject.cs line 254.in OnEnable(): here 'PrefabUtility.SaveAsPrefabAsset(this.gameObject, stage.prefabAssetPath)' is called, where 'this.gameObject' is a child of the prefab opened in Prefab Mode. Outcommenting this line fixes the issue.

    In general it is not a good idea to save a Prefab from OnEnable as this is called while loading the PrefabStage(). It is recommended to delay any saving and also make sure to check that the correct root GameObject is used as input to PrefabUtility.SaveAsPrefabAsset()

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