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2.4 Modifying Existing Prefabs
Prefabs shipped inside a released mod (like ARL) are read-only.
To change them in your project you must either Override the prefab (non-destructive tweak) or Inherit it (make your own derived variant).
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Option A — Override the prefab (non-destructive)
Use this when you want the same prefab path to pick up your tweaks (e.g., adjust a component value, swap a material, toggle a flag).
- In Resource Browser, locate the prefab in the ARL dependency.
- Right-click → Override in… → choose a folder inside your addon.
- Open the override in Prefab Editor, change properties/components, Save.
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Option B — Inherit the prefab (make a variant)
Use this when you want your own prefab (new path/name) that starts from the ARL one but can diverge more (add/enable/disable components, different defaults).
- In Resource Browser, right-click the source prefab.
- Choose Inherit in Addon (or create by dropping an instance into the browser to make a derived prefab).
- Edit your derived prefab as needed and reference your prefab in worlds/missions. :contentReference[oaicite:1]
Inheritance keeps a parent→child relationship: base changes flow down unless you override them in your child.
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Option C — Duplicate (hard fork)
Right-click → Duplicate to… into your addon. Now it’s fully yours, but you’ll no longer receive base updates. Prefer Override or Inherit unless you must fork.
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When to use which?
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Testing your changes
- Overrides: any place that spawns the original prefab will now include your changes automatically.
- Inherited: replace references to the base prefab with your derived prefab in your subscene/world or configs.
- Place/test in your subscene (if editing the shipped world), or in your own world. Use Play from Camera to verify.
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Notes
- You cannot edit ARL prefabs in place; use Override or Inherit in your addon.
- Prefab editing can be done either by opening in Prefab Edit Mode or by placing an instance in the World Editor and then saving a derived prefab.