Unity’s prefab system allows you to create, configure, and store a GameObject 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 Scene.
| 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 assets | Edit prefabs in prefab editing mode. |
| Nest prefab instances in other prefabs | Include prefab instances inside other prefabs. |
| Create variations of prefabs | Create a set of predefined variations of a prefab. |
| Overriding prefab instance data | Override components, data, and GameObjects on prefab instances. |
| Revert a prefab instance to a GameObject | Unpack a prefab instance to revert the contents of a prefab instance back into a GameObject |
| Instantiating prefabs at runtime | Instantiate prefabs from your C# runtime application code. |
| Prefab instance Inspector reference | Reference for the prefab instance Inspector. |