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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
train_signal_lights_aprops
Listed in the entity index
assets/content/props/train_signal_lights/train_signal_lights_a.prefab
Metadata
Tag ID
0
Layer ID
16
Active in asset
No
Attached components
6

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

GUID
64c5d631216844546882d20c5725dde5
Scene
AssetScene-prefabs
Pool (native value)
0
Native source
Serialized file
BuildPlayer-AssetScene-prefabs
GameObject PathID
230943
2412590018
train_signal_lights_bprops
Listed in the entity index
assets/content/props/train_signal_lights/train_signal_lights_b.prefab
Metadata
Tag ID
0
Layer ID
16
Active in asset
No
Attached components
6

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

GUID
0b746a4f44913f04fa9c9ee33a63852b
Scene
AssetScene-prefabs
Pool (native value)
0
Native source
Serialized file
BuildPlayer-AssetScene-prefabs
GameObject PathID
143118
3367685342
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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