How to Check if prefab has been instantiated in Unity using C# code
There are different ways to check if a prefab has been instantiated in Unity using C# code. 
Here are some possible steps and c# code example for each method:
- Using PrefabUtility.IsPartOfAnyPrefab method:
- Import UnityEditor namespace at the top of your script .
- Assign the prefab object that you want to check to a variable (e.g. myPrefab) 1.
- Use PrefabUtility.IsPartOfAnyPrefab(myPrefab) to return true if myPrefab is part of any prefab instance .
An example code for this method is:
using UnityEngine;
using UnityEditor; //Import UnityEditor namespace
public class CheckPrefab : MonoBehaviour
{
    public GameObject myPrefab; //Assign the prefab object
    
    void Start()
    {
        //Check if myPrefab is part of any prefab instance
        bool isPartOfAnyPrefab = PrefabUtility.IsPartOfAnyPrefab(myPrefab);
        
        Debug.Log("Is myPrefab part of any prefab instance? " + isPartOfAnyPrefab);
    }
}- Using a custom event and delegate:
- Create a static class with a delegate and an event that takes an Object as a parameter (e.g. ExtensionMethods.SpawnAction and ExtensionMethods.OnSpawn) .
- Create a static method that uses Object.Instantiate to spawn an object and invokes the event with the new object as an argument (e.g. ExtensionMethods.SpawnObject) .
- Subscribe to the event in another script using += operator and define what you want to do when the event occurs (e.g. print a message).
An example code for this method is:
using UnityEngine;
//Create a static class with a delegate and an event
public static class ExtensionMethods
{
    public delegate void SpawnAction(Object newObj); //Define a delegate type that takes an Object as a parameter
    
    public static event SpawnAction OnSpawn; //Define an event of that delegate type
    
    //Create a static method that spawns an object using Object.Instantiate and invokes the event
    public static Object SpawnObject(Object obj, Vector3 position, Quaternion rotation)
    {
        Object newObj = Object.Instantiate(obj, position, rotation); //Spawn an object
        
        if(OnSpawn != null) //Check if there are any subscribers to the event
        {
            OnSpawn(newObj); //Invoke the event with the new object as an argument
        }
        
        return newObj; //Return the new object
    }
}
public class CheckSpawn : MonoBehaviour
{
    public GameObject myPrefab; //Assign the prefab object
    
    void Start()
    {
        ExtensionMethods.OnSpawn += HandleOnSpawn; //Subscribe to the OnSpawn event
        
        ExtensionMethods.SpawnObject(myPrefab, Vector3.zero, Quaternion.identity); //Call SpawnObject method with myPrefab as an argument
        
        ExtensionMethods.OnSpawn -= HandleOnSpawn; //Unsubscribe from the OnSpawn event
    }
    
    void HandleOnSpawn(Object newObj)
    {
        Debug.Log("A new object has been spawned: " + newObj.name); //Do something when OnSpawn event occurs (e.g. print a message)
    }
}- Using GameObject.Find or GameObject.FindWithTag methods:
- Assign a name or tag to your prefab object (e.g. “My Prefab”).
- Use GameObject.Find(“My Prefab”) or GameObject.FindWithTag(“My Prefab”) to return an array of all game objects with that name or tag in your scene .
- Check if the array is empty or not using Length property.
An example code for this method is:
using UnityEngine;
public class CheckFind : MonoBehaviour
{
    
    void Start()
    {
        GameObject[] prefabs = GameObject.FindGameObjectsWithTag("My Prefab"); //Find all game objects with tag "My Prefab"
        
        if(prefabs.Length > 0) //Check if there are any prefabs in your scene
        {
            Debug.Log("There are " + prefabs.Length + " prefabs in your scene.");
            
            foreach(GameObject prefab in prefabs)
            {
                Debug.Log(prefab.name); //Print each prefab name
            }
            
        }
        
        else 
        {
            Debug.Log("Your scene has no prefabs.");
            
        }
    } //Add a closing bracket here
}
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