Prefab workflow
Create, place, edit, update, revert and unpack Vaelis prefabs with the exact editor controls involved.
#Create a prefab
Select an entity in the Scene viewport or Hierarchy. In the right Inspector, use the small prefab/box action next to the entity name. The engine creates a prefab from that entity and links the source entity to it.
#Place an instance
Use the bottom Project panel → Prefabs folder. Drag a prefab asset into the center Scene viewport. The editor instantiates the template and places the new instance in the scene.
#Edit an instance
Change component values normally in the Inspector. Vaelis records changed fields as prefab overrides for that instance.
#Update the prefab
When an instance is selected, the Inspector shows a blue Prefab strip. Optional Update Transform checkboxes control whether Position, Rotation, and Scale should also propagate to other instances. Click Update Prefab to make this instance the new canonical template.
#Revert / Unpack
| Inspector control | Effect |
|---|---|
Revert Prefab | Discard the instance’s overrides and re-sync its values from the prefab. |
Unpack Prefab | Detach this instance while keeping its current values. Future prefab updates no longer reach it. |
#Delete a prefab asset
Bottom Project → Prefabs. Use the asset delete control. Existing objects keep their current data but are no longer linked to the deleted prefab.
#Important implementation fact
Prefab data is stored in the project’s prefabs.json catalogue and is included by Save Project/import/export flows.