# Apply

> Applies the override to the Prefab Asset at the given path.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.SceneManagement](/engine/6000.5/script-reference/unityeditor/scenemanagement.md)
* **Assembly:** UnityEditor.CoreModule

## Apply(string, InteractionMode)

Applies the override to the Prefab Asset at the given path.

```csharp
public abstract void Apply(string prefabAssetPath, InteractionMode mode)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The path of the Prefab Asset to apply to.**** (\[InteractionMode]\(/engine/6000.5/script-reference/unityeditor/interactionmode)):&#x20;

### Remarks

If no asset path is provided, the override is applied to the outermost Prefab available.

## Apply()

Applies the override to the Prefab Asset at the given path.

```csharp
public void Apply()
```

### Remarks

If no asset path is provided, the override is applied to the outermost Prefab available.

## Apply(string)

Applies the override to the Prefab Asset at the given path.

```csharp
public void Apply(string prefabAssetPath)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The path of the Prefab Asset to apply to.

### Remarks

If no asset path is provided, the override is applied to the outermost Prefab available.

## Apply(InteractionMode)

Applies the override to the Prefab Asset at the given path.

```csharp
public void Apply(InteractionMode mode)
```

### Parameters

**** (\[InteractionMode]\(/engine/6000.5/script-reference/unityeditor/interactionmode)):&#x20;

### Remarks

If no asset path is provided, the override is applied to the outermost Prefab available.
