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Prefabs and Prefab Instances

Prefabs and Prefab Instances

This feature is in an Experimental state so you can try it out, provide feedback, and see what we are planning. You cannot publish a project that uses Scene Graph at this time. Please keep in mind that we do not guarantee backward compatibility for assets created at the experimental stage, the APIs for these features are subject to change, and we may remove entire Experimental features or specific functionality at our discretion. Check out the list of known issues before you start working with the feature.

This feature is in an Experimental state so you can try it out, provide feedback, and see what we are planning. You cannot publish a project that uses Scene Graph at this time. Please keep in mind that we do not guarantee backward compatibility for assets created at the experimental stage, the APIs for these features are subject to change, and we may remove entire Experimental features or specific functionality at our discretion. Check out the list of known issues before you start working with the feature.

Prefabs are stable objects that use a hierarchy of entities and components to hold the base information that all prefab instances share.

This makes it easier to edit prefabs as a whole, or in parts, as you continue building and designing your level. You can instance and override assets created in Scene Graph to create new game objects and prefabs.

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    Last updated Dec 5, 2024
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    • For more information about the power and potential of prefabs, refer to the following documentation:
    • A prefab instance is more than a visual copy of an original. Making changes with the [**Prefab Editor**
    • To learn more about working with prefabs, refer to [**Creating Your Own Component in Verse**
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