name: unity-prefab description: Manage Prefabs and variants
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Creating or editing prefabs
- Instantiating or applying prefab changes
- Finding instances in scenes
- Creating prefab variants
- 创建或编辑预制体、实例化或应用预制体改动、在场景中查找实例、创建预制体变体
Unity Prefab Skills
BATCH-FIRST: Use
prefab_instantiate_batchwhen 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_objectdoes not exist → useprefab_create(takes scene object name/instanceId and savePath)prefab_spawndoes not exist → useprefab_instantiateprefab_edit/prefab_modifydo not exist → useprefab_set_property(edit prefab asset directly) or instantiate, modify, thenprefab_applyprefab_savedoes not exist → useprefab_apply(applies instance changes to source prefab)
Routing:
- To modify components on a prefab instance in scene → use
componentmodule skills, thenprefab_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 Object | Batch Version | Use Batch When |
|---------------|---------------|----------------|
| prefab_instantiate | prefab_instantiate_batch | Spawning 2+ instances |
No batch needed:
prefab_create- Create prefab from scene objectprefab_apply- Apply instance changes to prefabprefab_unpack- Unpack prefab instanceprefab_get_overrides- Get instance overridesprefab_revert_overrides- Revert to prefab valuesprefab_apply_overrides- Apply overrides to prefabprefab_create_variant- Create a prefab variantprefab_find_instances- Find all instances of a prefab in sceneprefab_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.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Source object name |
| instanceId | int | No* | Instance ID (preferred) |
| path | string | No* | Object path |
| savePath | string | Yes | Prefab save path |
*At least one source identifier required.
Returns: {success, prefabPath, name}
prefab_instantiate
Instantiate a prefab into the scene.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| prefabPath | string | Yes | - | Prefab asset path |
| name | string | No | prefab name | Instance name |
| x, y, z | float | No | 0 | Local position (relative to parent if set) |
| parentEntityId | string | No | null | Parent entity ID (Unity 6000.4+, preferred) |
| parentName | string | No | null | Parent object name |
| parentInstanceId | int | No | 0 | Parent instance ID |
| parentPath | string | No | null | Parent hierarchy path |
Returns: {success, name, entityId, instanceId, path}
prefab_instantiate_batch
Instantiate multiple prefabs in one call.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| items | array | Yes | Array of instantiation configs |
Item properties: prefabPath, name, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentEntityId, parentName, parentInstanceId, parentPath
Returns: {success, totalItems, successCount, failCount, results: [{success, name, entityId, instanceId, 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.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Prefab instance name |
| instanceId | int | No* | Instance ID (preferred) |
| path | string | No* | Object path |
*At least one identifier required.
Returns: {success, appliedTo} (appliedTo is the prefab asset path)
prefab_unpack
Unpack a prefab instance (break prefab connection).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No* | - | Prefab instance name |
| instanceId | int | No* | - | Instance ID (preferred) |
| path | string | No* | - | Object path |
| completely | bool | No | false | Unpack all nested prefabs |
*At least one identifier required.
Returns: {success, unpacked} (unpacked is the instance's GameObject name)
prefab_get_overrides
Get a summary of property overrides on a prefab instance (counts, not the individual override list).
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Prefab instance name |
| instanceId | int | No* | Instance ID |
Returns: {success, prefabPath, propertyOverrides, addedComponents, removedComponents, addedGameObjects, hasOverrides} — propertyOverrides/addedComponents/removedComponents/addedGameObjects are counts (int), not arrays; hasOverrides is true when any of those counts is non-zero.
prefab_revert_overrides
Revert all overrides on a prefab instance back to prefab values.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Prefab instance name |
| instanceId | int | No* | Instance ID |
Returns: {success, reverted} (reverted is the prefab root's GameObject name)
prefab_apply_overrides
Apply all overrides from instance to source prefab asset.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Prefab instance name |
| instanceId | int | No* | Instance ID |
Returns: {success, appliedTo} (appliedTo is the prefab asset path)
prefab_create_variant
Create a prefab variant from an existing prefab.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| sourcePrefabPath | string | Yes | - | Path to the source prefab asset |
| variantPath | string | Yes | - | Save path for the new variant |
Returns: { success, sourcePath, variantPath, name }
prefab_find_instances
Find all instances of a prefab in the current scene.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| prefabPath | string | Yes | - | Prefab asset path to search for |
| limit | int | No | 50 | Maximum number of instances to return |
Returns: { success, prefabPath, count, instances: [{ name, path, entityId, 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.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| prefabPath | string | Yes | - | Path to the prefab asset |
| componentType | string | Yes | - | Component type name |
| propertyName | string | Yes | - | Serialized property name |
| value | string | Cond. | null | Value for basic types (int/float/bool/string/enum/vector/color/quaternion) |
| assetReferencePath | string | Cond. | null | Asset path for Object reference fields (Material, Texture, AudioClip, ScriptableObject, etc.) |
| gameObjectName | string | No | null | Child object name inside prefab (defaults to root) |
Provide either
value(basic types) orassetReferencePath(asset references).
value covers Integer, Float, Boolean, String, Enum, Color, Vector2/3/4, Vector2Int/3Int, Quaternion, Rect, Bounds and LayerMask. A quaternion (localRotation) accepts 3 components as euler degrees ("0,90,0") or 4 as raw x,y,z,w. Any other serialized type answers SEMANTIC_INVALID naming the type — that is the signal to use assetReferencePath, not to reformat value.
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
- Organize prefabs in dedicated folders
- Use prefabs for repeated objects
- Apply changes to update all instances
- Unpack only when unique modifications needed
- 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.
Common Errors
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|---|---|
| TARGET_NOT_FOUND | The prefab asset, source prefab, child GameObject inside a prefab, component, or asset reference could not be found. | Confirm the prefab path with asset_find / prefab_find_instances, check child/component names, and retry with exact identifiers. |
| MISSING_PARAM | A required parameter is missing, such as savePath, prefabPath, sourcePrefabPath, componentType, or propertyName. | Provide the missing parameter; use mode=dryRun to inspect the full schema. |
| SEMANTIC_INVALID | The target is not a prefab instance, the property is not an Object reference field, or a serialized value could not be parsed. | Ensure the object is a prefab instance (prefab_get_overrides can verify), match the property type, and retry with a valid value. |
| SKILL_ERROR | A low-level operation failed, such as Failed to instantiate prefab or Failed to set value ... (type: ...). | Resolve the underlying cause named in the message (e.g., prefab corruption, type mismatch) and retry. |
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