Prefab Extractor – Prefab Dependency Organizer
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Prefab Extractor organizes prefabs and their dependencies into clean, reusable folders while preserving references and separating shared assets.Prefab Extractor is an Editor-only tool and its extraction workflow is compatible with the Built-in Render Pipeline, URP, and HDRP.Prefab Extractor is an Editor-only Unity tool designed to turn unorganized prefab packs into clean, reusable feature folders. Select one or more prefabs, choose a destination, and the tool automatically discovers and organizes their materials, textures, models, animations, sounds, scripts, shaders, and other dependencies.Resources used by only one selected prefab are placed in that prefab’s folder, while resources shared by multiple prefabs are organized into a common Shared folder. Existing references are preserved, and extracted prefabs can be renamed before processing.Prefab Extractor includes dependency analysis, clear color-coded resource statuses, extraction progress, result validation, and automatic rollback if an error occurs. It does not add runtime components or affect gameplay performance.Extract one or multiple prefabs from an asset packAutomatically discover prefab dependenciesOrganize assets into clean, reusable feature foldersPlace resources used by multiple prefabs in a Shared folderSort materials, textures, models, animations, sounds, scripts, shaders, and other assets by categoryRename extracted prefabs and their output foldersPreserve asset references during extractionRelocate script assets while preserving their GUIDsIdentify private, shared, and external dependenciesDisplay clear color-coded resource statuses and planned actionsValidate extracted prefabs and their referencesAutomatically roll back changes if extraction failsAI was used as a development assistant to help draft and refine Editor code, documentation, and package descriptions. It was also used to generate the package icon and several demo textures, including corresponding normal maps. All generated content and code were manually reviewed, adjusted, and tested in Unity.




