Unity Editor Sub-Prefab Changes (Not Supported?)

I have some prefabs that are composed of other more primitive prefabs. When I started this project I had hoped that this object oriented approach would allow me to make changes to all the prefabs that used a particular primitive prefab component (E.g., the size of the Collider on a Prefab that emits smoke when someone is near) in one place (Rather than making the same change to every prefab that has the smoke emitter on it). Unfortunately, it doesn’t appear that those prefab connections are being kept track of and as the project continues to grow I can no longer ignore this issue.

Should I have just managed this stuff in the scripts afterall? I thought I was embracing the unity component/editor workflow.

yes - there is no support for prefabs within prefabs, keeping links etc… it’s a shame, but at the same time - it probably would get quite confusing in some scenarios.

one option is to keep all your prefabs separate, and use a script to automatically instantiate the sub-prefabs as required.

  • or just lay your prefabs out in the scene nicely and don’t hit “apply” on any of them.

Yeah, I suppose I could consider instantiating and then parenting them to build up the systems manually. Seems like something Unity should support though.

I was about to ask this very same question. I am now doing simple stuff for which I can quite easily do the same thing through code, but in general this seems like such a serious shortcoming that I first thought that I just didn’t know how to do it properly.

Are there any plans of adding support for this?