Let's say I have a prefab in my scene and change some values on its components. These new values are now considered overrides on the prefab instance and are saved inside the scene. I can inspect them and apply them to prefab asset. Now, let's say that prefab contains other prefabs inside - for example, in-scene prefab instance is a root of a UI hierarchy and inside of it, there are two instances of a window prefab. I can inspect and change any settings on that nested instance as well, and they would be correctly saved. The window prefab instances nested under the UI root prefab can in turn have more instances (of prefabs like buttons) nested under them, which are also editable from the scene, with any edits correctly being saved. Which brings us to nested overrides. Applying overrides to a single-level traditional prefab is a simple concept to understand - just save any differences to asset linked to a given instance. But how does registration and application of overrides for nested instances work? Are overrides only ever registered for the topmost instance level, to remove ambiguity of possibly conflicting edits to nested instances? Or is ambiguity of nested override application resolved in some other way? And if any changes to nested instances are not saved to overrides and can't be applied without going one level deeper, how are they serialized in the scene?