Nice. But i think its too young implementation to became very useful.
Examples when its fails:
“Prefab A” contains “Prefab B”, when you change “Prefab B” this just replace instance of “B” inside “A” and copy properties values from one object to another. But what about objects on “Prefab A” that have references to objects inside instance of “Prefab B”?
And what about components and GameObjects that was destroyed/added on instance of “Prefab B” inside “Prefab A” but not on “Prefab B” itself.
That is unbelievable.
This asset is preview only ( not Instantiate ) in edit mode.
( Actually, Instantiate prefab in edit mode too, but, Instantiated prefab is hidden and not editable game object. )