Instantiate prefab in the editor

Hello.
How can I instantiate in the asset post processor prefabs?

I’ve built a pipeline tool in maya that gives string attributes to locators in maya, and in the asset post processor script (JS) I’ve managed to read that.

Now I want to instantiate it in the editor, so I can have a complete level.

So this is what I was talking about… it’s not perfect but it does what I wanted it to do… sort of…

    class MyPostprocessor extends AssetPostprocessor {
    	
        function OnPostprocessGameObjectWithUserProperties (
            go : GameObject,
            propNames : String[],
            values : System.Object[]){
            for (var i : int = 0; i < propNames.Length; i++) {
                
                var propName : String = propNames*;*

var value : Object = values*;*
modelImporter = assetImporter as ModelImporter;

// adds script
* if (propName == “isPrefab”)*
* {*
* if (value.GetType() == String) {*
* var isPrefab : String = value;*
* if (isPrefab != null)*
* {*

* var newInstance : GameObject = PrefabUtility.InstantiatePrefab(Resources.Load(isPrefab));*
* var meshToDelete = go.GetComponent(MeshFilter);*
* var meshRendererToDelete = go.GetComponent(MeshRenderer);*
* // Debug.Log(meshToDelete);*
* MeshFilter.DestroyImmediate(meshToDelete);*
* MeshRenderer.DestroyImmediate(meshRendererToDelete);*

* newInstance.transform.parent = go.transform;*
* newInstance.transform.localRotation = new Quaternion.Euler(0, 0, 0);*
* newInstance.transform.localPosition = new Vector3(0,0,0);*
* newInstance.transform.localScale = new Vector3(1,1,1);*
* // var newItem : GameObject = GameObject.Instantiate(Resources.Load(isPrefab), go.transform.position, go.transform.rotation);*
* // newItem.transform.parent = go.transform;*
* // newItem.transform.localScale = new Vector3(1,1,1);*
* }*
* }*
}

}
}
}