Prefab linked resource access

Sorry if the subject has already been discussed, but …

I find it very, very dangerous to grant direct access to disk resource writing via prefab linkage.

Accidentaly, I used a Destroy() on the MeshFilter of a prefab, and bam, no more original 3D model. Had to reimport it from my modeling software.
(and as I won’t have access to my modeling computer until tonight, I lost 2 hours of work)

I understand it is a documented mechanic, but still, it is ultra dangerous !

Isn’t there some sort of file lock security that we could turn on in the editor ?

Thank you for your attention.

Unity can’t actually destroy external asset files. When you called Destroy() on the mesh filter, the imported version of the mesh was destroyed. The original file should still be there, and you should be able to choose “Reimport” from the Assets menu to get the imported mesh back.

Oh … Silly me, thank you very much :slight_smile:

(I thought I couldn’t manage to reimport it, once)