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Rust prefab paths & IDs

Find prefab paths, IDs and root components. Filter native tags, layers and folders, then copy the exact value.

Which value should I copy?
  • Copy the complete .prefab path if your plugin expects an asset path.
  • The Prefab ID is the native pooled ID associated with this path, not an Item ID or the network ID of an existing entity.
  • The Entity index filter keeps prefabs declared in that game index. It does not guarantee that a plugin can spawn them correctly on a server.
  • The complete list also contains effects and decoration. Folder labels come from native asset paths.
  • Metadata describes the root GameObject, not all its children. Search for a component-name fragment, or choose its exact name in Developer filters.

2 results

Rust prefab paths & IDs
PrefabPathPrefab ID
mortar_shell_basicdeployable
Listed in the entity index
assets/prefabs/deployable/mortar/mortar_shell_basic.prefab
Metadata
Tag ID
0
Layer ID
20
Active in asset
No
Attached components
6

Root components only, not child objects. Tags and layers are native IDs; their names are unavailable.

GUID
d6c1ed1166eb2b742b4442ce6116ff54
Scene
AssetScene-prefabs
Pool (native value)
0
Native source
Serialized file
BuildPlayer-AssetScene-prefabs
GameObject PathID
3951
3093831259
mortar_shell_fragmentdeployable
Listed in the entity index
assets/prefabs/deployable/mortar/mortar_shell_fragment.prefab
Metadata
Tag ID
0
Layer ID
20
Active in asset
No
Attached components
6

Root components only, not child objects. Tags and layers are native IDs; their names are unavailable.

GUID
332fd8df8e364ac4fa95fa1a2c65a537
Scene
AssetScene-prefabs
Pool (native value)
0
Native source
Serialized file
BuildPlayer-AssetScene-prefabs
GameObject PathID
4020
799615933
Data source and version

Native Facepunch files installed on 4 Oct 2026 · build 25681799 · 17,318 entries.

Paths combined from native manifests, with their IDs and entity-index membership. No entity-spawning tests have been run.

16,927 roots extracted; 391 paths without root metadata. Components come from native TypeTrees and MonoScript; tags and layers remain numeric because this source does not prove their names.

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