Prefab workflow improvements
Get early access to Prefab workflow improvements, including nested Prefabs, Prefab Variants and Prefab ModeGet the preview build
The new Prefab workflows, which are now available as a preview, allow you to split up Prefabs on a granular level. This gives you greater flexibility, increases your productivity and enables you to work confidently without worrying about making time-consuming errors.
The improvements are based on surveys with more than 150 enterprise customers, numerous interviews, several usability tests and two game jams. The long-term goal has been not only to implement support for nesting, but to rethink the core Prefab workflows so different team members can simultaneously edit Prefabs confidently and efficiently.
Previously, you were forced to choose between creating large monolithic Prefabs, like buildings, or more granular ones, like pieces of furniture, but you couldn't do both.
Now with support for nested Prefabs, a large building can be made up of many smaller room Prefabs, which in turn can be made up of multiple pieces of furniture Prefabs, and so on.
This makes it easier for teams of all sizes to:
- Split up Prefabs into multiple entities for greater efficiency
- Reuse any content, from small to large
- Work on different parts of content simultaneously
Flexible properties increase efficiency
As a default, a Prefab Variant inherits the objects and properties of the Prefab it is a variant of, but at the same time, you have the possibility both to override those properties and to add additional components and GameObjects. This is similar to the concept of inheritance in object-oriented programming.
For example, if you have a door Prefab, you can create a Variant of it and assign it a different mesh and material to make it look old and broken. Any change made to the base door Prefab will affect the Variant, so for instance you can easily tweak the size of the Collider for both doors by changing the base.Learn more
Avoid time-consuming mistakes
A cornerstone of the new workflows, Prefab Mode enables you to edit Prefabs in isolation.
Being able to edit an entire Prefab Asset without having to instantiate it in the scene or edit an existing instance means you can avoid mistakes related to accidentally applying overrides in the scene that shouldn't have been applied. Having editing of instances and asset as separate things lets you make your changes with confidence.Learn more
Watch our official Unite and GDC talks
The new improvements to prefab workflows will give you much more flexibility when building projects. Among other things, this video covers editing prefabs in Prefab mode, the ability to nest prefabs, and how to create prefab variants.
Take a dive deep into the new prefab features. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some aha moments working with Prefab nesting.
Dive into Unity's roadmap for future features and enhancements in the 2018 cycle. From our Next-Level Rendering to C# Job System, Machine Learning, new platforms, and much more. You’ll learn when you can expect new features and functionality to be released and also have the opportunity to ask questions.
Help get started!
Looking for information on how to get started or have specific questions? Visit our documentation here.Go to documentation
A collection of examples for learning how to use the new improved prefab workflows.See sample projects
Join our community developer-forums to give feedback and exchange information on the new Prefab workflowsJoin the discussion