static void InputSystemPage() { GUILayout.Label("Input System package detected", Styles.title); GUILayout.Space(12); GUILayout.Label(@"It seems that you have the Input System configured for your project. In order to make it work with the UI Event Manager, we can create a configured prefab for you.", Styles.body); GUILayout.Space(12); if (GUILayout.Button("Create/Replace", GUILayout.Width(180), GUILayout.Height(32))) { if (AssetDatabase.LoadAssetAtPath <GameObject>("Assets/Resources/UIEventManager.prefab") == null || EditorUtility.DisplayDialog("Prefab already present", "UIEventManager already exists, overwrite?", "Yes", "No")) { var go = UIEventManager.CreateManagerObject(); var prefab = PrefabUtility.SaveAsPrefabAsset(go, "Assets/Resources/UIEventManager.prefab"); DestroyImmediate(go); Selection.activeObject = prefab; } } }