I was wondering, if there is an option which makes me “lock” a prefab, so that it cannot be saved/override via the scene->inspector, but only if you open the prefab.
Reason:
I have an empty Gameobject which has different childs, I use that GameObject mainly to sort my Objects in my game and I wanted to make that GameObject a prefab.
However I’m afraid, that at some point I might accidentally override that prefab.
(You know, sometime you don’t think and just click and by the time I notice it, it’d be too late)
Oh my goodness, it is 2022, nobody has to work like this!! It is NEVER too late.
Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.
Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).
You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.
As far as configuring Unity to play nice with git, keep this in mind:
It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It’s simply ridiculous not to back up.
“Use source control or you will be really sad sooner or later.” - StarManta on the Unity3D forum boards
As much as using a source control is good - and it is! - the original post is still very much a valid question.
Even ignoring the “made a mistake” scenario - if you’re working on a big team, it can get hard to manage things like this.
Unfortunately @NotMyUsernameAgain as far as I know that’s not possible.
There’s a similar post from a long time ago, but from the response it seems like it’s not something Unity is really considering