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batihandevbatihandev/unity-mcp-skills/skills/prefab/SKILL.md

unity-prefab

Skill7 starsChanged 7 months agoMITView on GitHub

Use when users want to create, instantiate, apply, or unpack prefabs.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Create a prefab from a scene GameObject.

    line 48
  2. Distinctive:

    Create a prefab variant from an existing prefab.

    line 136
  3. Distinctive:

    Use prefabs for repeated objects

    line 176
  4. Distinctive:

    Use batch instantiation for level generation

    line 179

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Prefab Skills

Overview

BATCH-FIRST: Use prefab_instantiate_batch when spawning 2+ prefab instances.

Common Mistakes

DO NOT (common hallucinations):

  • prefab_create_from_object does not exist → use prefab_create (takes scene object name/instanceId and savePath)
  • prefab_spawn does not exist → use prefab_instantiate
  • prefab_edit / prefab_modify do not exist → use prefab_set_property (edit prefab asset directly) or instantiate, modify, then prefab_apply
  • prefab_save does not exist → use prefab_apply (applies instance changes to source prefab)

Routing:

  • To modify components on a prefab instance in scene → use component module skills, then prefab_apply
  • To set a property directly on the prefab asset → prefab_set_property (this module)
  • To find all instances of a prefab → prefab_find_instances (this module)

Skills Overview

Single ObjectBatch VersionUse Batch When
prefab_instantiateprefab_instantiate_batchSpawning 2+ instances

No batch needed:

  • prefab_create - Create prefab from scene object
  • prefab_apply - Apply instance changes to prefab
  • prefab_unpack - Unpack prefab instance
  • prefab_get_overrides - Get instance overrides
  • prefab_revert_overrides - Revert to prefab values
  • prefab_apply_overrides - Apply overrides to prefab
  • prefab_create_variant - Create a prefab variant
  • prefab_find_instances - Find all instances of a prefab in scene
  • prefab_set_property - Set a property on a component inside a Prefab asset (supports basic types, vectors, colors, and asset references)

Skills

prefab_create

Create a prefab from a scene GameObject.

ParameterTypeRequiredDescription
namestringNo*Source object name
instanceIdintNo*Instance ID
pathstringNo*Object path
savePathstringYesPrefab save path

Returns: {success, prefabPath, sourceObject}

prefab_instantiate

Instantiate a prefab into the scene.

ParameterTypeRequiredDefaultDescription
prefabPathstringYes-Prefab asset path
namestringNoprefab nameInstance name
x, y, zfloatNo0Local position (relative to parent if set)
parentNamestringNonullParent object name
parentInstanceIdintNo0Parent instance ID
parentPathstringNonullParent hierarchy path

Returns: {success, name, instanceId, path, prefabPath, position}

prefab_instantiate_batch

Instantiate multiple prefabs in one call.

ParameterTypeRequiredDescription
itemsarrayYesArray of instantiation configs

Item properties: prefabPath, name, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentName, parentInstanceId, parentPath

Returns: {success, totalItems, successCount, failCount, results: [{success, name, instanceId, prefabPath, position}]}

Recipe path rule: ../../recipes/prefab/<command>.md

prefab_apply

Apply instance changes back to the prefab asset.

ParameterTypeRequiredDescription
namestringNo*Prefab instance name
instanceIdintNo*Instance ID
pathstringNo*Object path

Returns: {success, gameObject, prefabPath}

prefab_unpack

Unpack a prefab instance (break prefab connection).

ParameterTypeRequiredDefaultDescription
namestringNo*-Prefab instance name
instanceIdintNo*-Instance ID
pathstringNo*-Object path
completelyboolNofalseUnpack all nested prefabs

Returns: {success, gameObject, mode}

prefab_get_overrides

Get list of property overrides on a prefab instance.

ParameterTypeRequiredDescription
namestringNo*Prefab instance name
instanceIdintNo*Instance ID

Returns: {success, overrides: [{type, path, property}]}

prefab_revert_overrides

Revert all overrides on a prefab instance back to prefab values.

ParameterTypeRequiredDescription
namestringNo*Prefab instance name
instanceIdintNo*Instance ID

prefab_apply_overrides

Apply all overrides from instance to source prefab asset.

ParameterTypeRequiredDescription
namestringNo*Prefab instance name
instanceIdintNo*Instance ID

prefab_create_variant

Create a prefab variant from an existing prefab.

ParameterTypeRequiredDefaultDescription
sourcePrefabPathstringYes-Path to the source prefab asset
variantPathstringYes-Save path for the new variant

Returns: { success, sourcePath, variantPath, name }

prefab_find_instances

Find all instances of a prefab in the current scene.

ParameterTypeRequiredDefaultDescription
prefabPathstringYes-Prefab asset path to search for
limitintNo50Maximum number of instances to return

Returns: { success, prefabPath, count, instances: [{ name, path, instanceId }] }

prefab_set_property

Set a property on a component inside a Prefab asset file (without instantiating it). Supports basic types, vectors, colors, enums, and asset references.

ParameterTypeRequiredDefaultDescription
prefabPathstringYes-Path to the prefab asset
componentTypestringYes-Component type name
propertyNamestringYes-Serialized property name
valuestringCond.nullValue for basic types (int/float/bool/string/enum/vector/color)
assetReferencePathstringCond.nullAsset path for Object reference fields (Material, Texture, AudioClip, ScriptableObject, etc.)
gameObjectNamestringNonullChild object name inside prefab (defaults to root)

Provide either value (basic types) or assetReferencePath (asset references).

Returns: { success, prefabPath, gameObject, component, property, valueSet }


Best Practices

  1. Organize prefabs in dedicated folders
  2. Use prefabs for repeated objects
  3. Apply changes to update all instances
  4. Unpack only when unique modifications needed
  5. Use batch instantiation for level generation

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