In my game, I have a bunch of settings ScriptableObjects that I use to specify different values for an objects in my game. What I'd like to be able to do is make a new settings object, and only override certain settings, so the rest stay in sync with the original settings object. With prefab variants, this is now possible, but my settings objects need to have an accompanying GameObject, which is not ideal. It makes it clunky to load these settings objects, because I can no longer load them by type, and instead I need to store a reference to them somewhere. So what I'd really like is if Prefab Variants were generalised to work on any UnityEngine.Object, so I can make a variant of any asset I like. Mostly I'd use this for ScriptableObjects, but I'm sure there's bound to be other uses for this too. Thanks for reading.