Unity’s prefab system allows you to create, configure, and store a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary complete with all its components, property values, and child GameObjects as a reusable asset. The prefab asset acts as a template from which you can create new prefab instances in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
Topic | Description |
---|---|
Introduction to prefabs | Understand what prefabs are and when to use them. |
Create prefabs | Create prefab assets in the Unity Editor. |
Edit prefabs | Edit prefabs in prefab editing mode. |
Instance overrides | Create variations between prefab instances, while still linking those instances to the same prefab asset. |
Edit a prefab via its instances | Edit prefabs via their instances. |
Nested prefabs | Include prefab instances inside other prefabs. |
Prefab variants | Create a set of predefined variations of a prefab. |
Overrides at multiple levels | Overrides can exist at multiple levels, and the same overrides can have multiple different prefabs they can be applied to. |
Unused overrides | Understand the effects of unused instance overrides and how to check for and remove them. |
Unpacking prefab instances | Unpack a prefab instance to turn the contents of a prefab instance back into a regular GameObject |
Instantiating prefabs at runtime | Instantiate prefabs from your C# runtime application code. |
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