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 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 InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info See in Glossary. |
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