Automated summary
Opens Unity prefab edit mode for a scene instance or asset GameObject, allowing changes to the prefab to propagate to all its instances.
Strengths
- Edit a prefab directly from a scene instance
- Uses PrefabUtility to resolve the prefab asset path automatically
- Supports multiple reference types (instanceID, path, name, GUID)
Limitations
- Requires a resolvable GameObject and accessible prefab
- Must be followed by assets-prefab-close to exit edit mode
- Returns no structured output
- Only works in a Unity environment with the unity-mcp-cli package configured
When you need to edit a Unity prefab and have the changes apply to all its instances from an AI agent.
When the change should stay local to one scene instance without affecting other instances.
Security analysis
SafeThe skill describes usage of a Unity editor tool for opening prefab edit mode; no execution of arbitrary commands, no exfiltration, no obfuscation. Purely informational.
No concerns found
How this analysis is madeExamples
Open the prefab edit stage for the currently selected GameObject in the scene.Open the prefab stage for Assets/Characters/Player.prefab so I can rename its child objects.Open prefab editing for the 'Enemy_Door' instance found in the scene.name: assets-prefab-open description: Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.
Assets / Prefab / Open
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
Inputs
gameObjectRef— reference to a scene prefab instance OR a prefab asset GameObject. The tool resolves the prefab asset path viaPrefabUtility.GetPrefabAssetPathOfNearestInstanceRootand opens the appropriate prefab stage.
Behavior
Asset-side GameObjects open via the simple OpenPrefab(path) overload. Scene-instance GameObjects open via OpenPrefab(path, gameObject) so the editor remembers which instance prompted the edit. Editor windows are repainted before returning. Throws when the GameObject cannot be resolved or the stage fails to open.
How to Call
unity-mcp-cli run-tool assets-prefab-open --input '{
"gameObjectRef": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-prefab-open --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-prefab-open --input-file - <<'EOF' {"param": "value"} EOF
Troubleshooting
If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead.
Read the /unity-initial-setup skill for detailed installation instructions.
Input
| Name | Type | Required | Description |
|------|------|----------|-------------|
| gameObjectRef | any | Yes | GameObject that represents prefab instance of an original prefab GameObject. |
Input JSON Schema
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"required": [
"gameObjectRef"
]
}
Output
This tool does not return structured output.
From the file to a first result
The download contains exactly the content displayed on this page. This copy may differ from the latest version in the source repository.
View the source and supporting filesThis download contains SKILL.md only. Any scripts, references, templates and dependencies are not included. Get the required files from the source, preserving their directory structure, before continuing.
1. Download the file
Download SKILL.mdFrom the root of a test project, save the file as .skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md, or use the command below. This folder is for inspecting the skill before installation.
Command for macOS/Linux or WSL: requires a POSIX shell and curl. On Windows without WSL, use the download button and create the folder manually.
mkdir -p '.skill-downloads/open-prefab-edit-mode-msh3uuo7' && curl --fail --show-error --location 'https://skills-guides.com/api/skills/open-prefab-edit-mode-msh3uuo7/download' --output '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md.part' && mv '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md.part' '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md'2. Check prerequisites
Read SKILL.md before using it. If it references scripts or external services, inspect them and prepare the required access in your test environment.
No recognized prerequisites section in this file. This does not mean it is self-contained: libraries, tools and access requirements may be mentioned elsewhere in the content or source repository.
The platforms on this page are catalog indications. The paths below follow tool documentation; they do not prove this skill has been run in those tools. No minimum tool version is confirmed for this listing.
3. Load the skill
After inspection, copy the complete folder into your project using one of the commands below, then open a new tool session. The command stops if a folder with the same name already exists: compare the files before replacing it.
Claude Code
test -f '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md' && test -s '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md' && mkdir -p '.claude/skills' && test ! -e '.claude/skills/assets-prefab-open' && cp -R '.skill-downloads/open-prefab-edit-mode-msh3uuo7' '.claude/skills/assets-prefab-open'Cursor
test -f '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md' && test -s '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md' && mkdir -p '.cursor/skills' && test ! -e '.cursor/skills/assets-prefab-open' && cp -R '.skill-downloads/open-prefab-edit-mode-msh3uuo7' '.cursor/skills/assets-prefab-open'Codex
test -f '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md' && test -s '.skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md' && mkdir -p '.agents/skills' && test ! -e '.agents/skills/assets-prefab-open' && cp -R '.skill-downloads/open-prefab-edit-mode-msh3uuo7' '.agents/skills/assets-prefab-open'OpenSkills
OpenSkills must already be installed. The local install/read procedure is checked with OpenSkills 1.5.0, which requires Node.js ≥ 20.6.0. Catalog slugs are not resolved automatically.
Official OpenSkills installationopenskills install './.skill-downloads/open-prefab-edit-mode-msh3uuo7'openskills read 'open-prefab-edit-mode-msh3uuo7'Reading should display the installed file content and its base directory. It does not run the skill or install its dependencies.
For an agent that reads AGENTS.md, then sync the index. This command changes AGENTS.md: review the diff before using it.
openskills syncManual method or another tool: attach SKILL.md to a conversation, or open it in an agent that can read files. Include any required supporting resources. No universal folder is recognized by every tool.
4. Try a first task
Use a short, synthetic input: an API endpoint, a small document or an interface brief. In a new conversation, attach the file or give the agent its path, then adapt this request:
Read .skill-downloads/open-prefab-edit-mode-msh3uuo7/SKILL.md and apply its instructions to this example: [describe a test input]. Identify any missing files, dependencies or access. Produce the result requested by the skill without inventing data or running unreviewed scripts.Expected result: output matching the skill instructions, or a precise list of missing prerequisites. A read confirmation alone does not validate a first use. If an external resource is unavailable, that path remains untested.
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