Its kind of clumsy how the selection between prefabs and instances works. Considering the relationship some more intuitive selection between the two would be nice. This is all related to having the Confirm Editing Instances option turned on and the convenience from that of the Prefab button is really great, saves you the trouble of digging through the Hierarchy for the Prefab.
But, if you click an instance (and don't have the confirm editing instances option on) then you get the grey action stack and buttons to edit the Prefab/Instance but the state board is all available. Clicking anything on the board brings up the really huge warning, but you might have switched through a couple FSM's on that object to glance around. When you click Edit Prefab then, it selects the Prefab but does not go to the same FSM on the prefab because the editor reads the last FSM that the Prefab had selected (not the scene object you came from), so it's really messy on complex objects and makes me want to avoid clicking Scene Instances at all, but I need to use them to watch debug data during play.
This is really compounded by the bug with editor reverting to the first PM script on the stack to display in the editor when you click a scene object after each Play Session starts, those three elements all together are really getting irritating for me.
The whole Instance/Prefab thing is kind of clunky. I wish this was more straightforward. Maybe just block editing altogether and just have them force a choice of editing the Prefab or Instance, then go from there.
Anyone else noticed this? Thoughts?