Skip to content
unity-prefab logo

Unity Prefab Skills

unity-prefab

Prefab management — create, instantiate, apply, unpack, find instances, edit prefab assets, create variants. Exact signatures via GET /skills/schema.

SKILL.md

Full skill instructions

Unity Prefab Skills

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

Operating Mode

Approval 模式下本模块为 Mixed —— 只读 skill prefab_get_overrides / prefab_find_instances(标 ReadOnly = true, Mode = SkillMode.SemiAuto)可直接执行;其余 9 个写类 skill (prefab_create / prefab_instantiate / prefab_instantiate_batch / prefab_apply / prefab_unpack / prefab_revert_overrides / prefab_apply_overrides / prefab_create_variant / prefab_set_property) 为 SkillMode.FullAuto,需用户 grant 单次执行返结果。Auto / Bypass 直接执行。本模块不含 NeverInSemi 高危 skill(无 Delete / PlayMode / Reload)。

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 (preferred)
pathstringNo*Object path
savePathstringYesPrefab save path

*At least one source identifier required.

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}]}

unity_skills.call_skill("prefab_instantiate_batch", items=[
    {"prefabPath": "Assets/​Prefabs/​Enemy.prefab", "x": 0, "z": 0, "name": "Enemy_01"},
    {"prefabPath": "Assets/​Prefabs/​Enemy.prefab", "x": 2, "z": 0, "name": "Enemy_02"},
    {"prefabPath": "Assets/​Prefabs/​Enemy.prefab", "x": 4, "z": 0, "name": "Enemy_03"}
])

prefab_apply

Apply instance changes back to the prefab asset.

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

*At least one identifier required.

Returns: {success, gameObject, prefabPath}

prefab_unpack

Unpack a prefab instance (break prefab connection).

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

*At least one identifier required.

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 }

# Set a float property on prefab root
unity_skills.call_skill("prefab_set_property",
    prefabPath="Assets/​Prefabs/​Enemy.prefab",
    componentType="EnemyStats",
    propertyName="maxHealth",
    value="100"
)

# Assign an asset reference to a prefab component
unity_skills.call_skill("prefab_set_property",
    prefabPath="Assets/​Prefabs/​Enemy.prefab",
    componentType="AudioSource",
    propertyName="m_audioClip",
    assetReferencePath="Assets/​Audio/​hit.wav"
)

# Edit a child object inside a prefab
unity_skills.call_skill("prefab_set_property",
    prefabPath="Assets/​Prefabs/​Player.prefab",
    componentType="MeshRenderer",
    propertyName="m_Materials.Array.data[0]",
    assetReferencePath="Assets/​Materials/​PlayerSkin.mat",
    gameObjectName="Body"
)

Example: Efficient Enemy Spawning

import unity_skills

# BAD: 10 API calls for 10 enemies
for i in range(10):
    unity_skills.call_skill("prefab_instantiate",
        prefabPath="Assets/​Prefabs/​Enemy.prefab",
        name=f"Enemy_{i}",
        x=i * 2
    )

# GOOD: 1 API call for 10 enemies
unity_skills.call_skill("prefab_instantiate_batch", items=[
    {"prefabPath": "Assets/​Prefabs/​Enemy.prefab", "name": f"Enemy_{i}", "x": i * 2}
    for i in range(10)
])

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

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /​skills/​schema or unity_skills.get_skill_schema(), not by this file.