Change a mesh in a prefab without resetting all the script and parameters?

Ok, I have an enemy, everything works. Script is all set up etc.

What I want to do now is simply replace the gfx keeping all the original parameters intact.

What I have tried doing is copying the Prefab into the Hierarchy window, renaming it to say “Enemy02” and then copying it back into the Project window.

The problem is, when I try to drag the second enemy onto the prefab I get a “Possibly unwanted Prefab replacement Are you sure you want to replace the contents of the prefab “Enemy02” with a GameObjects that are not entirely inherited from it”

My options are “Replace anyway” and “Don’t replace” but when I click Replace anyway the whole thing is replaced. All I want to do is simply change the graphics whilst keeping all the applied scripts and parameters the same. It is a pain having to do all that and set it up each time, as it loses all the information from Enemy01, The Tag goes back to Untagged etc.

Is there anyway of simply creating a new enemy but having all the parameters successfully copy over?

[EDIT] This is basically a Inspector PreFab copy and paste that I am looking for.

Thanks for reading :slight_smile:

Thanks for the tip syclamoth. You kind of lost me a little bit but after looking around some more I think it is a skinned mesh, but I can’t confirm that either. However, another mesh in the project actually has completely different properties in the Inspector menu which has baffled me. That means I guess then it is important to know how the mesh is being exported from Maya. It is likely I can get something to work if the mesh is saved differently. Will discuss this with the gfx artist tomorrow.