Import FBX model -> modifications -> new prefab -> breake instance -> delete original -> empty

Hi there,

I just try to do something very simple. I have a bunch of models in the FBX-format that I need to turn into prefabs. I import the assets, drag them onto the stage, modify materials and textures, delete a few unnessesary things. In the next step I would like to apply the modifikations to the prefab itself. Somehow I can not find how to do that.

When I create a new empty prefab, I can drag the object from the hierarchy into it. But when I delete the original asset, the prefab looses the geometry. This happens also, when I “Break prefab Instance”.

So, how can I turn the changes that I made to the GameObject into a independent prefab? I do not want to submit the ugly original FBX file.

Sorry if there is something obious that I do not see, still new to unity…

You can apply changes to a prefab by clicking the Apply button in the inspector. This will apply the changes you make to a prefab straight back into the prefab itself, so if you have multiple instances of the prefab those too will receive the changes.

If you want instead to turn it into a prefab separate to the original prefab, just drag the object into your Project panel and it will be created as a new prefab that won’t affect instances of the original prefab

Yes, I can apply the changes to the prefab, but this does not help when I delete the original FBX-asset that I want to get rid of. The original asset seems to be involved all the time. No matter what I do, if I delete the FBX-asset, all other prefabs dissappear. Having here no “undo” eats up really a lot of time figuring out, how to deal with this issue.

Steps to reproduce:

  1. Import new asset (some FBX file)
  2. Drag it into the hierachy
  3. Change a material
  4. Drag the GameObject into the project panel
  5. Delete the GameObject
  6. Drag the new Prefab from the project panel into the hierarchy
  7. “Break prefab Instance”
  8. Delete imported FBX-asset
  9. Prefab does not show a model

So, how to get rid of the original fbx-asset? By the way, the original fbx-asset has a “open” button instead of “apply”.

I don’t think you can delete the original FBX, as that’s where the mesh data for your object’s coming from… :smile: You delete the model, you lose the mesh on your prefab, should it be using a mesh filter/material on the FBX file!

EDIT: And on top of that, all a prefab actualy holds is a set of settings to re-create your object, it isn’t the object itself. This is why 1) it’s cloneable by script and 2) if you were to remove, say the FBX, and perhaps a script or two attached, those are now references the prefab has lost to re-create itself.