Tier 2
Series 101
101F: Prefab Logic
"If you modify a single plane on the runway, the rest of the fleet doesn't know about the upgrade. But if you modify the Blueprints, every new plane gets the upgrade automatically. If you edit instances in the scene instead of the Prefab, you create "Instance Drift.""
The Concept: Prefabs & Variants
A **Prefab** is a master blueprint. A **Prefab Variant** is a "Child Blueprint" that inherits from the master but has specific changes (like a Red Robot inheriting from a Robot but with a different material).
* **The Rule:** Never modify a prefab instance in the scene unless it's a unique, one-off change. Always apply changes back to the Prefab or create a Variant.
* **The Rule:** Never modify a prefab instance in the scene unless it's a unique, one-off change. Always apply changes back to the Prefab or create a Variant.
Red Flag Detected
The AI Trap: "The Instance Override"
You ask the AI: "Change the color of this specific enemy to red."
// AI Suggestion: Just change it in the scene! // Audit Fail: You have now "Dirtied" this specific instance. // If you later update the Enemy Prefab to have 200 HP, // this specific Red Enemy might incorrectly block that update.
This is "Instance Drift." Over time, your scene becomes filled with objects that have "broken the link" to their original blueprints, making global updates impossible.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Mechanic's Correction
Corrective Protocol
// Right Click Prefab -> Create -> Prefab Variant // Now you have a specific "RedEnemy" blueprint that // inherits logic from "Enemy" but overrides the Material.
Your Pilot Command
> Capstone Mission: Direct the AI to build a modular input controller using the New Input System.