I have an editor extension that uses PrefabUtility.CreatePrefab() to create some prefabs. The problem is that I want to update a prefab without breaking links to that may exist in different scenes. Is this possible? I’ve tried using the different ReplacePrefabOptions but links seems to break no matter what I pick.
I just encounter that same exact problem and using PrefabUtility.ReplacePrefab does work.
However, you have to pass the following:
Prefabutility.ReplacePrefab(goToCopy, prefabToReplace, ReplacePrefabOptions.ReplaceNameBased);
Otherwise, all the links will be broken, I’ve tried to use ConnectToPrefab at first, but wasn’t working either.
At least if anyone else encounter this they will have their answers, I’m too late for you!