Hello, here is my case: I have a prebabs "RaceTrack Main Prefab" who are the main prefabs, I have multiple "Race Track 1", "RaceTrack 2" who are variants of the RaceTrack Main Prefab. Now I am in my scene, here is the hierarchy: So, now I want in an editor script, to Delete, via a DestroyImmediate the gameObject Key_Drift_Manager for example. I have the RaceTrack 1 gameObject reference in the scene, and I want to delete the object Key_Drift_Manager, and save it automaticly into the RaceTrack 1 VARIANT. But As you know, I can't delete an object inside a prefabs from editor... so I have tryed to: - unpack RaceTrack 1 - Delete my stuff - Save the new unpacked RaceTrack 1 to the Prefabs. I have manage to do all of that... Exept that my RaceTrack 1 became a PREFAB (and not a VARIANT anymore...) Here is the code: Code (CSharp): //get the "RaceTrack 1" GameObject GameObject rootPrefabs = UnityEditor.PrefabUtility.GetOutermostPrefabInstanceRoot(transform); string pathRootPrefabs = UnityEditor.PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(rootPrefabs); ... ... DestroyImediate my stuff ... UnityEditor.PrefabUtility.SaveAsPrefabAssetAndConnect(rootPrefabs, pathRootPrefabs, UnityEditor.InteractionMode.UserAction); So, How can I do for Deleting stuff from editor script inside a gameObject in a scene, who are a Prefabs Variant. Thank you !