Semantic three-way diff
Every GameObject, component and property gets classified against the common ancestor: added, removed, changed on one side, changed the same way on both, or a real clash. Only the clashes are a question for you. The rest merge on their own.
Three panels, one row layout
Ours, Merged and Theirs sit side by side, each with its own hierarchy and inspector. Selection, expansion and scrolling stay in step. All three columns share one row plan, so a property lands at the same height in every column by construction, not by syncing scroll positions and hoping. Drag a column's header to rearrange the three into whatever order you read best.
Resolve as coarsely or as finely as you want
One arrow takes a whole GameObject or component from one side. If you'd rather go property by property, every diffing row carries its own picker. Choosing an entity cascades into whatever is still undecided beneath it and leaves anything you already decided alone.
A merged preview you can open
The merged result is rebuilt from scratch after every decision and opens in Unity's real Prefab Mode. It's the actual prefab, built by the same APIs that will write it when you hit Apply.
Structure gets its own decisions
Sibling order, component order and reparenting are tracked apart from values, so a reorder on one branch and an edit on the other can both survive. When neither side's order is what you want, arrange it yourself in the Merged panel.
Keep both
Two branches that each appended to an array of object references, two UnityEvent listeners say, don't have to lose one. A third option keeps both, in order, with no duplicates. It's deliberately narrow and only appears where a union is actually well defined.
Sample conflicts, built in
Twelve hand-built scenarios: value clashes, modify/delete, reorders, reparents, an array both branches appended to, nested overrides, and one that stacks all of them five levels deep. They open through the same pipeline a real conflict does, so they're a decent way to learn the window before a real merge is on fire.
Whatever you version with
Git, Subversion, Mercurial, Perforce and Plastic SCM. Detection is automatic, and only the step that fetches the three versions differs between them, so everything you see and every decision you make is identical either way. Plastic needs its external merge tool pointed at Conflux once; the launcher is generated for you.
It backs up before it overwrites
Apply offers to save the prefab as it stood on your side before the merge, taken from the
clean version rather than the marker-riddled file in your working copy. It lands in
ConfluxBackups/ beside Assets/, so it's never imported as a second
prefab. If the backup can't be written, nothing is overwritten.