![]() ![]() ![]() To do this, it matches the names of GameObjects between the new Prefab and the existing Prefab that you are replacing. If you are replacing an existing Prefab, Unity tries to preserve references to the Prefab itself and the individual parts of the Prefab such as child GameObjects and Components. You can replace a Prefab by dragging a new GameObject from the Hierarchy window and dropping it on top of an existing Prefab asset in the Project window. For more information, see Instantiating Prefabs. You can also create instances of Prefabs at runtime using scripting. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. You can create instances of the Prefab Asset in the Editor by dragging the Prefab Asset from the Project view to the Hierarchy or Scene view An interactive view into the world you are creating. The content of this dialog box changes depending on the number and type of GameObjects you drag into the Project window. If any of the GameObjects you drag into the Project Window are existing Prefab variants or Model Variants, Unity displays a dialog box which asks you to confirm whether you want to create new Prefab Assets or new variants from the GameObjects. If you drag multiple GameObjects that are not already Prefabs into the Project window, Unity creates new original Prefab Assets for each one without any additional steps. ![]() This functionality is the same as in the above paragraph. To create multiple Prefab Assets at once, drag multiple GameObjects from the Hierarchy window into the Project window. Prefab instances are shown in the Hierarchy in blue text, and the root GameObject of the Prefab is shown with the blue cube Prefab icon, instead of the red, green and blue GameObject icon. It is now an instance of the newly created Prefab Asset. This process of creating the Prefab Asset also turns the original GameObject into a Prefab instance. Two prefabs (“FatBlob” and “Key”) shown in the Project window in two-column view (left) and one-column view (right) Prefabs Assets in the Project window are shown with a thumbnail view of the GameObject, or the blue cube Prefab icon, depending on how you have set up your Project window. The GameObject, and all its components and child GameObjects, becomes a new Asset in your Project window. More info See in Glossary from the Hierarchy window into the Project window. A GameObject’s functionality is defined by the Components attached to it. To create a Prefab Asset, drag a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary, or instantiated at runtime. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Prefab instances can either be created in the editor and saved as part of your Scenes A Scene contains the environments and menus of your game. From Prefab Assets, you can create any number of Prefab instances. You create Prefab Assets in the Editor, and they are saved as an Asset in the Project window A window that shows the contents of your Assets folder (Project tab) More info See in Glossary. More info See in Glossary system, Prefab Assets act as templates. The prefab acts as a template from which you can create new object instances in the scene. In Unity’s Prefab An asset type that allows you to store a GameObject complete with components and properties.
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