Xorin documentation
Prefab workflows
Xorin supports common prefab operations and recognizes whether you are working in the active scene or an isolated Prefab Stage.
What Xorin can do
- Create a prefab asset from a GameObject hierarchy.
- Instantiate a prefab with an optional parent, position, and rotation while preserving the prefab link.
- Inspect prefab hierarchy, components, and metadata without opening it manually.
- Open a prefab in Prefab Mode, inspect the current stage, save it, or close it.
- Create a prefab from an imported 3D model.
Working in Prefab Mode
When a Prefab Stage is open, ordinary GameObject and component tools resolve objects inside that stage rather than the main scene. New GameObjects are placed under the prefab contents root, and cross-scope scene references are rejected.
Operations that change the active scene or cannot safely stay inside the prefab are blocked until you save or close Prefab Mode. Xorin does not silently close or save the stage.
Protecting the prefab root
The prefab contents root cannot be deleted or reparented through ordinary scene tools. Unsupported nested-prefab or cross-scope changes should be completed manually in Unity.
Example requests
AgentInspect @Enemy.prefab and summarize its component setup without changing it.
PlanOpen @Pickup.prefab, add a trigger collider and a child point light, validate the setup, then save and close the prefab.