The prefab name in inspector has the name I assigned to a prefab’s instance at runtime. When I try to change name in Inspector, it reverts back to name I assigned at runttime.
Run time name: “Ping at: 53 from: SonarTransmitter”.
Make sure the script that names the prefab at runtime is not running in Edit Mode. In C#, this would be [ExecuteInEditMode] . In UnityScript this would be @script ExecuteInEditMode()
Make sure this is NOT being used. Go here for more info.
Also, usually you don’t want to rename an actual asset, but instantiate a “clone” of a prefab and give that clone a name at runtime…