See who owns every prefab override. Trace inheritance, preview impact, find override debt, and clean up safely before a small change spreads.🧭 Know where every change came fromPrefab Override GPS makes deep prefab families easy to understand. Pick a changed value and see its full path from the base prefab, through variants and nested prefabs, to the scene instance.🎯 Find the real ownerThe inheritance ladder shows which level owns the value and which value wins. You can jump to the exact prefab, object, component, or property.🔎 See what will changePreview the impact before you apply, revert, move, or clean up an override. The tool separates known loaded objects, Asset Database candidates, unscanned scenes, and runtime objects Unity cannot know.🧹 Clean prefab debt with careScan for unused, orphaned, redundant, broad, and risky overrides. Sort prefab families by risk. Safe findings can be reviewed in a clear plan. Hard cases such as arrays, managed references, removed objects, and missing scripts are blocked from unsafe batch work.🧩 Find repeated patternsSee when many instances share the same safe changes. Prefab Override GPS can suggest a new variant and explain why the match is strong. Nothing is restructured without your review.🛡️ Work with backups and proofMulti-file actions use durable backups, file hash checks, clear cancellation points, and post-change verification. Unity Undo is used where it helps, but it is never treated as the only safety net.📊 Share clear reportsExport JSON, Markdown, HTML, and hash manifests. Use scan-only CI checks to catch new unused, redundant, or error findings before they reach the main branch.📖DocumentationRead the guide at https://bjorv.com/assets/PrefabOverrideGPS🧰 Unity support- Unity 2022.3.41f1 or newer- Validated with Unity 2022.3.41f1, 6000.3.9f1, and 6000.4.4f1- Editor-only; no runtime or player dependency- No external packages or third-party binaries- Domain Reload disabled is supported🔍 Scan coverage- Base prefabs, variants, nested prefab occurrences, and saved scene instances- Shallow scans use prefab assets, loaded scenes, and Asset Database dependencies- Deep scans open one selected scene at a time, never save it, and restore the prior scene state- Partial, failed, canceled, or stale scans cannot authorize write actions🧭 Inspection tools- Source and containment inheritance ladders- Direct owner and winning-value markers- Heatmap by override count, depth, unused count, and risk- Search and filters for prefab, scene, component, property, kind, owner, severity, and suppression- Side-by-side comparison for variants and instances- Exact repeated-pattern groups with review-first variant suggestions🛡️ Safety rules- Typed comparisons; display text is never used to prove equality- Stable Unity asset and object identities for references- Numeric tolerance matches are information only- Root Transform and RectTransform alignment overrides are kept out of broad cleanup- Arrays, reorders, managed references, missing scripts, removed structures, and unresolved targets are blocked from unsafe batches- Suppressed and noted findings stay visible and are never removed automatically💾 Actions and recovery- Impact preview lists direct writes, inherited effects, shielded dependents, candidates, and unknown runtime scope- Reviewed multi-file actions create byte-for-byte asset and meta backups- Source hashes are checked again before changes run- Cancellation happens only between atomic steps- Post-change hashes and a new scan verify the result- Scene-instance actions require a saved, clean scene- Read-only package and model prefabs can be inspected but are not mutation targets📄 Reports and CI- JSON, Markdown, self-contained HTML, and hash-manifest exports- Scan-only batch mode; CI never runs cleanup or mutation actions- Thresholds for new unused, redundant, and error findings- Exit code 0 for pass, 2 for threshold failure, and 3 for scan or setup failure📦 Included sampleThe Enemy Family sample includes a base enemy, variants, a nested weapon, scene instances, repeated tuning, unused data, default alignment, collection ambiguity, managed-reference ambiguity, and removed component or child examples.AI was used for bug detection and increasing code quality. As well as logo and marketing generation. Core code is human generated.


