Intentionally Breaking Prefab On Tree

I would like to make multiple tree objects with the same settings but different seed to produce a number of the same tree types,
but the prefab connection makes it impossible to do, what is done to one is done to the other.
How do I break this connection?
I’ve tried exporting and reimporting but the connection remains.

Ah, east enough, apply a collider to the object.

Nope, even though the prefab condition is broken,
changing the seed still changes the other trees that were derived from that model.
Still need help.

Anyone have any information on this?

I think the only way to make this work atm is to duplicate the asset itself in the Project, which is pretty useless. Can you submit a feature request (bug report) and PM me with the case number? I’m not sure this will make it into 3.0 though.

Duplicating the asset does not break the bond, anything done to the copy affects the original.
I will create a request and post the number here, thanks.

Even duplicating the original Asset in the Project View (not the Hierarchy) results in a link between them that can not be broken? That would be a bug, but I’m not sure we’re talking about the same thing.

I thought the connection was not being broken even when duplicating in the Project panel
but seems ok now, so not sure what I was seeing.

Maybe it was confined to a previous beta.

Just thought I would reply to this super old thread and say this still exists. If you duplicate a tree - you cant break the prefab, even if you say Gameobject > break prefab it still modifies the old tree. Darnit!

up please i have look for that’s all week
for reduce draw call on mobile is can be nice