Prefab system (reusable object templates with overrides)
Current State
GameObjects can only be authored inline per scene. There is no way to define a reusable template (Unity prefab / Godot scene-instance) and stamp many instances that stay linked to the source.
Goal
A Prefab asset: a serialized GameObject subtree that can be instantiated into scenes, with per-instance overrides and propagation of source edits.
Tasks
- Prefab asset format (a GameObject subtree) with GUID/
.meta, built on Scene serialization (JSON) - Create-prefab-from-selection in the Scene Tree
- Instantiate into a scene (runtime + editor); instance stores a link to the source prefab GUID
- Per-instance overrides (changed fields) with visual indication in the Inspector
- Apply/revert overrides; propagate source-prefab edits to instances
- Nested prefabs
- Drag prefab from Asset Browser into viewport to instantiate (uses #24)
Acceptance Criteria
- A prefab can be created from a scene object and instantiated multiple times.
- Editing the source prefab updates instances except where overridden.
- Overrides are visible and can be reverted.
Related
- (serialization), (scene tree), #24 (drag to instantiate), #11 (closed) (asset identity).
Edited by Bruno Massa