Unity Basics
  • Welcome
  • Getting Started with Unity Software
  • Helpful Shortcuts
  • The Unity Software Interface
    • The Default Interface
    • The Windows (Tabs)
      • Hierarchy Window
      • Scene Window
      • Project Window
      • Inspector Window
      • Game Window
      • Console Window
    • Other Layouts
      • Create a Custom Layout
  • Create
    • Creating Game Objects
      • 3D Primitives
      • Creating Game Objects in the Editor
      • Spawning Objects
      • Unhiding/Hiding Objects During Gameplay
      • Parenting
    • Creating Assets
    • Creating Components and Scripts
      • Adding Components in the Inspector
      • Creating Custom Components and Scripts
    • Creating Prefabs
  • Select and Update
    • General Selection
    • Search and Focus
    • Updating Game Objects
      • Updating Game Objects in the Editor
      • Updating Prefabs
    • Updating Assets
    • Updating Components
      • Update Components in the Inspector
      • Accessing Components Through Scripts
  • Delete
    • Deleting Game Objects
      • Deleting and Disabling Objects in the Editor
      • Using the Destroy() Function
    • Deleting Components and Scripts
      • Disabling and Removing Components in the Editor
      • Disabling and Removing Components During Gameplay
  • Translate, Rotate, and Scale
    • Intro to Transforms
    • Handy Transform Shortcuts
    • Translate
      • Positioning Game Objects in the Editor
      • Updating Position Through Script Code
      • Using the Transform.Translate() Function
    • Rotate
      • Rotating Game Objects in the Editor
      • Updating Rotation Through Script Code
      • Using the Transform.Rotate() Function
    • Scale
      • Resizing/Scaling Objects in the Editor
      • Updating Scale Through Script Code
    • Controlling Speed
    • Common Issues with Transforms
  • Materials
    • Material Basics
      • Creating and Applying Materials
      • Accessing Materials Through Code
  • Physics
    • Physics Basics
    • Colliders and Triggers
      • Collider Component Overview
      • Accessing Colliders Through Scripts
      • Common Issues: Colliders and Triggers
    • Rigidbody Component
      • Rigidbody Component Overview
      • Accessing the Rigidbody Component Through Scripts
      • Common Issues: Rigidbody Components
    • Common Issues: Physics and Velocity
  • Interaction
    • Interaction Basics
    • Keyboard Controls
    • Mouse Controls
  • Coding Basics
    • Intro to Scripts
    • Variables
    • Conditionals (If / Then / Else)
    • Arrays
    • Loops
    • Functions
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On this page
  • Accessing the Prefab Editor
  • Through the Hierarchy Window
  • Through the Project Window
  • Through the Inspector Window
  • The Prefab Editor
  • Unpack a Prefab

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  1. Select and Update
  2. Updating Game Objects

Updating Prefabs

PreviousUpdating Game Objects in the EditorNextUpdating Assets

Last updated 4 years ago

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Prefabs can be , except they are edited separately from the scene and changes are applied to each instance of the prefab.

Trying to update the children of a prefab in a scene will give you this error:

Accessing the Prefab Editor

There are a few ways to access the editor for a prefab object:

Through the Hierarchy Window

Click on the arrow to the right of the parent object's name to edit the prefab.

Through the Project Window

Double-click on the prefab to edit.

Through the Inspector Window

Click on the Open Prefab button to edit the selected prefab.

The Prefab Editor

When you are editing a prefab, the Hierarchy window shows the children objects and the Scene window shows a close up of the prefab with a solid background color.

Edit the game objects like you would any other game object.

Changes here will update all instances of the prefab when you click the back arrow in the Hierarchy window.

Unpack a Prefab

Maybe you only want to change one of the instances and not all.

You can "unpack" instances by right-clicking on the parent object in the prefab and clicking on an unpack option.

This will turn the prefab and its children gray, meaning they can be edited within the tab and without affecting other instances.

Updating prefab assets will not update the unpacked version of the prefab.

Creating Prefabs
updated like any other game object