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.
4 results
| Prefab | Path | Prefab ID |
|---|---|---|
ui.dialog.sign.updateui | assets/bundled/prefabs/ui/dialogs/ui.dialog.sign.update.prefab Metadata
Root components only, not child objects. Tags and layers are native IDs; their names are unavailable.
Native source
| 2800747705 |
ui.dialog.sign.update.neonui | assets/bundled/prefabs/ui/dialogs/ui.dialog.sign.update.neon.prefab Metadata
Root components only, not child objects. Tags and layers are native IDs; their names are unavailable.
Native source
| 1906883989 |
ui.dialog.sign.update.pumpkinui | assets/bundled/prefabs/ui/dialogs/ui.dialog.sign.update.pumpkin.prefab Metadata
Root components only, not child objects. Tags and layers are native IDs; their names are unavailable.
Native source
| 1119023150 |
ui.dialog.sign.update.sculptureui | assets/bundled/prefabs/ui/dialogs/ui.dialog.sign.update.sculpture.prefab Metadata
Root components only, not child objects. Tags and layers are native IDs; their names are unavailable.
Native source
| 2941209537 |
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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