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Replacing prefabAssetPath with assetPath for PrefabStage to stop warning (#2210)
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@ -680,7 +680,12 @@ void SetupIDs()
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//logger.Log(name + " @ scene: " + gameObject.scene.name + " sceneid reset to 0 because CurrentPrefabStage=" + PrefabStageUtility.GetCurrentPrefabStage() + " PrefabStage=" + PrefabStageUtility.GetPrefabStage(gameObject));
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//logger.Log(name + " @ scene: " + gameObject.scene.name + " sceneid reset to 0 because CurrentPrefabStage=" + PrefabStageUtility.GetCurrentPrefabStage() + " PrefabStage=" + PrefabStageUtility.GetPrefabStage(gameObject));
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// NOTE: might make sense to use GetPrefabStage for asset
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// NOTE: might make sense to use GetPrefabStage for asset
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// path, but let's not touch it while it works.
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// path, but let's not touch it while it works.
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#if UNITY_2020_1_OR_NEWER
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string path = PrefabStageUtility.GetCurrentPrefabStage().assetPath;
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#else
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string path = PrefabStageUtility.GetCurrentPrefabStage().prefabAssetPath;
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string path = PrefabStageUtility.GetCurrentPrefabStage().prefabAssetPath;
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#endif
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AssignAssetID(path);
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AssignAssetID(path);
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}
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}
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}
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}
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