..create a Prefab from the instance '...' that references a missing script. This is not allowed.?

I remember in older versions of Unity editor that a “missing script” was simply ignored and caused no inconvenience,

Now in recent Unity editors “This is not allowed” keeps popping up all over.

Why is this not allowed anymore? Is there some limitation in new editors that the older editors never had that prevents missing scripts from being ignored?? What is so wrong with allowing users to just keep script reference on assets even if the editor they are currently working in does not presently have the dependent libraries installed?

I can’t understand the decision to enforce such a silly requirement of absolutely no value. And now no prefab in the entire project may contain a single missing script or else the penalty is you can not build any prefab to assetbundle at all.!!??

I would love to keep my “missing script reference” so that way I can just use one editor as a tool to check and modify prefabs, then move them around to other editors with different scripts and libraries. But the direction Unity is now going does not permit this freedom, and instead I must completely remove all of the “missing” scripts just to put them back later in another editor.

I find this to be absurd, and if I knew how to re-write the Unity editor I would completely remove whatever condition is enforcing such pointless behavior.

Please remove the “missing script” gotcha, and allow the editor to proceed and just ignore them as you used to do in the wonderful past. PLEASE!!!

1 Like

Just to prove that the requirement is absurd I conducted a scientific experiment, and it resulted in allowing me to proceed to build my assetbundles:

  1. I simply scanned my project (manually) to find all *.prefab file that contained missing scripts.
  2. I then proceeded to rename those files (using Windows explorer) to *.prefab.OLD
  3. When I return to Unity editor some prefabs in hierarchy turn red - but that is okay because they are only temporally unlinked.
  4. Build assetbundles, and it proceeds as expected!!! :slight_smile:
  5. Again, rename all *.prefab.OLD files back to original *.prefab
  6. Return to Unity and prefabs in hierarchy turn blue again.
  7. Ponder the reason for message: “…create a Prefab from the instance ‘…’ that references a missing script. This is not allowed” then move on with life…

Seriously, why the ticket officer? I’ll just take the long way round next time…