Prefab Editor Tools

Double-click a .prefab file in the Project panel to open it in the prefab editor. It replaces the scene in the viewport with that prefab on its own, and you edit it exactly like a scene.

See also

The prefab editor reuses the scene viewport. For the gizmo, camera, and viewport controls, see Viewport. Marking a node as the prefab root, unpacking a prefab, and saving a sub-tree as a new prefab are done from the Outliner context menu.

Editing a prefab

prefab_editing
Edit a prefab just like a scene: add nodes, change the hierarchy, attach components, and so on.

All changes apply to every instance of this prefab in the scene.

Saving changes

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The buttons in the top corners of the prefab editor save the prefab (Save) or return to
the scene (Back to Scene).
prefab_saving_check
If you leave the prefab editor with unsaved changes, a dialog lets you save, discard, or cancel.

Warning

This dialog does not appear when you exit the application! Be careful with unsaved prefab changes.

Instantiating a prefab

prefab_spawn_result
Drag a .prefab from the Project panel into the scene, or
right-click it and choose Instantiate Prefab. This works the same as
Drag and Drop for every drag interaction.