ScriptableWizard Problem with LoadAssetAtPath

I’m getting error messages when trying to use this bit of code in a C# editor script - ScriptableWizard. The code is from the Unity script reference for “EditorUtility.InstantiatePrefab”

I’m new to scripting, especially for the editor, so not sure how to solve this.

Part of my code:

		string localPath = "Assets/Prefabs/prefab_" + prefab.name.ToLower() + ".prefab";
	
line 69 if (AssetDatabase.LoadAssetAtPath( localPath, GameObject))
		{
			if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do you want to overwrite it?", "Yes", "No"))
			{
			Debug.Log("File does exist already");
			}
		}
		else
		{
			Debug.Log("File didn't exist already");
		}		

Errors in Unity:

Assets/Editor/CreatePrefabFromModels.cs(69,63): error CS0119: Expression denotes a type', where a variable’, value' or method group’ was expected

Assets/Editor/CreatePrefabFromModels.cs(69,35): error CS1502: The best overloaded method match for `UnityEditor.AssetDatabase.LoadAssetAtPath(string, System.Type)’ has some invalid arguments

Assets/Editor/CreatePrefabFromModels.cs(69,35): error CS1503: Argument #2' cannot convert object’ expression to type `System.Type’

I ended up getting it working by changing line 69 to:

if (AssetDatabase.LoadAssetAtPath( localPath, typeof(GameObject) ) )

Though not exactly sure why I needed typeof, but I’m guessing it’s a C# thing. Though I didn’t see it in the example at all.