
Also note that the Prefab Mode background color can be customized in the Preferences. You can recognize this mode by the new headers in the Hierarchy and Scene View. Prefab Mode takes over the Hierarchy and Scene View to show the Prefab Asset in isolation. More information on this workflow in an upcoming blog post! Note that we have also improved the Apply workflow tremendously. So we recommend you use Prefab Mode for Prefab Asset changes, and only make overrides on Prefab instances when needed. With Prefab Mode, you no longer need to make temporary changes to a Prefab instance with the sole purpose of applying these changes to the Asset later (with the possible side effect of applying other previous overrides that were meant to be kept as overrides).

Prefab Mode gives you a more controlled Prefab Asset editing session because you can perform all changes to the Prefab Asset, including structural changes, without receiving dialogs asking you to break the connection to the Prefab. It lets you decide whether you want to make changes to a Prefab instance or make changes directly to a Prefab Asset. Prefab Mode represents a fundamental change when working with Prefabs. Lastly, we have added Prefab Mode to be able to edit a Prefab Asset in isolation. We have improved the visualization of property and object overrides for Prefab instances, and added the ability to apply overrides on multiple levels of granularity: per property, per Component/GameObject, or, as before, the entire Prefab instance. We have implemented a backwards compatible Prefab backend that now supports nesting and inheritance. To address these issues we have introduced a range of new features. With this button, you could accidentally apply changes to the Prefab Asset that you had no good way of getting an overview of. Another big issue was the Apply button for Prefab instances in the Inspector. An issue we found was that when you wanted to edit a Prefab Asset, you had to drag it to an open Scene in the Hierarchy to modify it, apply the changes and then remember to delete it again.

We talked to a wide range of indie and AAA studios to dig deep into how you all work with Prefabs at the moment. A GameObject’s functionality is defined by the Components attached to it. If the Prefab Asset is changed, all the Prefab instances are automatically updated accordingly. Unity’s Prefab system allows you to create, configure, and store a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. You can use instances of a Prefab Asset to create many copies of a GameObject throughout your Scenes.

Fundamentally, a Prefab Asset is like a template of a GameObject and its children. Let’s start by recapping the basics of what Prefabs are in Unity. If you haven’t done so already during yesterday’s Unite Berlin keynote, get the preview Unity build with the new Prefab system here.
#Unity prefab series
This is the first in a series of blog posts explaining the upcoming changes. Therefore, we’re improving the whole system with focus on reusability, control & safety. But we know a lot of you need many more changes to the Prefab workflows than that. One of the top requested additions to Unity is the ability to nest Prefabs. 30 for 30 Mega Bundle Publisher of the Week Quick Start Bundle New release discounts.
