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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
ui.damage.directionalui
assets/content/ui/gameui/underlays/ui.damage.directional.prefab
Metadata
Tag ID
0
Layer ID
5
Active in asset
No
Attached components
6

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

GUID
f3b9a34ec216f2c408f4d60dc810c1bb
Scene
AssetScene-bootstrap
Pool (native value)
1
Native source
Serialized file
BuildPlayer-AssetScene-bootstrap
GameObject PathID
360
2833706291
ui.damage.funwaterui
assets/content/ui/gameui/underlays/ui.damage.funwater.prefab
Metadata
Tag ID
0
Layer ID
5
Active in asset
No
Attached components
6

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

GUID
e2f86e15eb5f0d1429a38b6ce0b34eb7
Scene
AssetScene-bootstrap
Pool (native value)
1
Native source
Serialized file
BuildPlayer-AssetScene-bootstrap
GameObject PathID
337
2204728910
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.

Facepunch documentation ↗