How to set a default prefab on a C# script?

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I am wanting to set a default prefab value on a script in the inspector, using the fields that are exposed when you click on the actual script, however, these references seem to be reset whenever I actually instantiate one of these objects. Is that not what the field is for in the inspector? If not, what does it do?

Thank you.

Unfortunately, those default fields only work in the editor. For example, if you set a default value on a script and then attach that script to a GameObject in the editor, that default value should be applied as expected. If you instantiate a script at runtime (using AddComponent), this doesn’t work. Agreed it would be awesome if it did, but I think that sort of metadata associated with the scripts is not accessible at runtime.