Update April 23 2019: As some of you have noticed, Prefab Asset editing from Project view has been released in 2019.1! For 2018.3 / 2018.4 release management ultimately wasn’t comfortable with this large a change so the feature won’t land there. We know how many of you have asked for this to be in 2018.3 but it looks like there is nothing that can be done about it. We hope you’ll enjoy the feature once you’re able to move to a version of Unity that has it. Original message below. For the past months we’ve been working on making it possible to edit the root GameObject of a Prefab Asset in the Inspector directly from the Project browser without going into Prefab Mode. We’d love if you could try out this preview build and let us know if it’s working out for you and solving (some of) the problems you’ve had. It’s based on Unity 2018.3.7f1. Download build here Note: The Download page has a link to the Linux Editor but this is not available. At an earlier point in the development of the new Prefabs system for 2018.3 we thought this type of asset editing would not be viable, due to the nature of Prefabs now being imported objects rather than native assets, but we eventually found out that there is a way, as long as we impose certain limitations and fixed a lot of edge cases. So that’s what we’ve been doing! When using the asset editing functionality, changes are always saved immediately, similar to when Auto Save is enabled in Prefab Mode. This was one of the necessary limitations. The internal methods for adding and removing components, and for undo, also save and import automatically when changing Prefab Asset objects, and this is necessary to keep that way in order for internal state to remain consistent. What is possible with asset editing: Editing the root GameObject and its components. Adding and removing components on the root GameObject. Multi-selection of multiple Prefabs and editing common components on their root GameObjects. Seeing changes reflected in the open scene immediately (though it will be slow for Prefabs that are large and/or are used many places). What is not possible without opening Prefab Mode: Editing anything else than the root GameObject and its components. Applying changes from a Prefab Variant to its base. Edit changes without Auto Save behavior.