Just making a thread to double check this isn't a "feature". When you make a prefab and enter prefab editing mode, put a script to some object with a public gameobject field and then drag that same prefab asset you have open to that field, the console spews the following error: AssetImporter is referencing an asset from the previous import. This should not happen. UnityEditor.EditorApplication:Internal_CallUpdateFunctions() Additionally when you now exit the prefab editing mode the field you just assigned is empty. Prefabs should be able to reference themselves no problem, right? This has deep design implications if this is not supported.