See where a prefab property gets its value. Compare base prefabs, variants and scene overrides, then open the source you want to edit.Know where a prefab value comes from.A collider is too large. A UI color has changed. The Inspector shows the current value, but which prefab level defines it?Prefab Provenance shows the value and override state of a serialized property at each level: the base prefab, its variants, nested occurrences and the scene instance.How it worksSelect a property. Choose an object, a component and a serialized field.Compare its sources. See what each prefab level contributes and where an override is recorded.Open the right source. Navigate to that prefab or instance and edit it in Unity's Inspector.What you can inspectPrefab assets, variants, nested prefabs and scene instances.Unsaved values in Prefab Mode.Individual child fields, such as one channel of a color.Inherited values, explicit overrides and default overrides, including overrides that match their parent value.Read-only by design. Prefab Provenance does not change values or apply, revert or save overrides.IncludedThe Editor extension with C# source, an offline manual, a lighting demo with prefab variants and a nested override, and an example creator for additional walkthroughs.RequirementsTested environment: Windows, Unity 6000.4.1f1. Other Unity versions and operating systems are unverified.Execution: Editor only, in Edit Mode. Analysis pauses in Play Mode; no product assembly is included in player builds.Installation: Import into Assets/SaphingStudio/PrefabProvenance. No other Saphing product or additional package is required.Optional UI example: Requires an existing uGUI installation. The tool does not install it.Documentation: English. Offline manual included. Read the documentation.Support: Get support.ScopeInspects one selected target at a time, using Unity's serialized prefab data. Includes property search, override filters, target locking, source navigation and structural diagnostics.It does not trace runtime writes or version-control history, scan project-wide usage, compare arbitrary files or merge changes. Arrays and lists follow serialized indices. Custom-serialized fields that Unity does not expose through SerializedProperty are outside its scope. Missing sources and unsupported data are reported, not repaired.No account, activation, telemetry or online service is used by the tool. It has no rendering features or render-pipeline dependency.Gallery and examplesThe included lighting example uses native Light components. The warehouse environment and settings-screen artwork shown in the gallery are presentation assets and are not included. The gallery combines illustrated compositions with unaltered Unity captures.The code was written by a human with verification by the AI. The AI was used to verify the code, format it, add logical comments intended to help users, create the backgrounds for the tool’s visuals and create the descriptions and documentation.Tool used: codex (GPT-6 Astra).Everything was verified by a human after being created / modified by the AI.




