Agent SkillsBesty0728/Unity-Skills › unity-prefab

unity-prefab

GitHub

管理Unity预制体,支持创建、实例化(含批量)、应用覆盖、解包、查找实例、编辑资产及创建变体。提供读写分离模式与常见错误规避指南。

SkillsForUnity/unity-skills~/skills/prefab/SKILL.md Besty0728/Unity-Skills

Trigger Scenarios

处理预制体相关操作 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 用户说'做成预制体'或'prefab'

Install

npx skills add Besty0728/Unity-Skills --skill unity-prefab -g -y
More Options

Non-standard path

npx skills add https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/prefab -g -y

Use without installing

npx skills use Besty0728/Unity-Skills@unity-prefab

指定 Agent (Claude Code)

npx skills add Besty0728/Unity-Skills --skill unity-prefab -a claude-code -g -y

安装 repo 全部 skill

npx skills add Besty0728/Unity-Skills --all -g -y

预览 repo 内 skill

npx skills add Besty0728/Unity-Skills --list

SKILL.md

Frontmatter
{
    "name": "unity-prefab",
    "description": "Manage Prefabs — create, instantiate, apply overrides, unpack, find instances, edit prefab assets, and create variants. Use when working with prefabs, instantiating or applying prefab changes, finding instances in scenes, or creating prefab variants, even if the user just says \"做成预制体\" or \"prefab\". 管理 Prefab(创建、实例化、应用覆盖、解包、查找实例、编辑预制体资产、创建变体);当用户要处理预制体、实例化或应用预制体改动、在场景中查找实例、或创建预制体变体时使用。"
}

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 Object Batch Version Use Batch When
prefab_instantiate prefab_instantiate_batch Spawning 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.

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, sourceObject}

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, prefabPath, position}

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, 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.

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, gameObject, prefabPath}

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, gameObject, mode}

prefab_get_overrides

Get list of property overrides on a prefab instance.

Parameter Type Required Description
name string No* Prefab instance name
instanceId int No* Instance ID

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

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

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

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, 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)
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) 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.

Version History

  • ec9f870 Current 2026-07-05 14:40

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