VaelisDocs
v1.0.0
Editor · v1.0.0

Prefab workflow

Create, place, edit, update, revert and unpack Vaelis prefabs with the exact editor controls involved.

View as Markdownllms.txt
What a prefab isIn Vaelis 1.0.0 a prefab is a reusable one-entity template. Instances keep a prefabId and track field-level overrides. Updating a prefab can propagate the canonical data to other instances.

#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 controlEffect
Revert PrefabDiscard the instance’s overrides and re-sync its values from the prefab.
Unpack PrefabDetach 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.