Agent SkillsIvanMurzak/Unity-MCP › assets-prefab-save

assets-prefab-save

GitHub

在Unity编辑器预制体编辑阶段保存当前修改到预制体资产,无需退出编辑模式。配合打开技能使用,调用API保存内容并返回资产引用。

Unity-MCP-Plugin/.claude/skills/assets-prefab-save/SKILL.md IvanMurzak/Unity-MCP

Trigger Scenarios

需要保存Unity预制体的更改 在预制体编辑模式下完成编辑后持久化数据

Install

npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-save -g -y
More Options

Non-standard path

npx skills add https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-prefab-save -g -y

Use without installing

npx skills use IvanMurzak/Unity-MCP@assets-prefab-save

指定 Agent (Claude Code)

npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-save -a claude-code -g -y

安装 repo 全部 skill

npx skills add IvanMurzak/Unity-MCP --all -g -y

预览 repo 内 skill

npx skills add IvanMurzak/Unity-MCP --list

SKILL.md

Frontmatter
{
    "name": "assets-prefab-save",
    "description": "Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first."
}

Assets / Prefab / Save

Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.

Behavior

Calls PrefabUtility.SaveAsPrefabAsset on the current prefab stage's contents root, clears the stage's dirtiness flag, repaints editor windows, and returns an AssetObjectRef to the saved prefab. Throws when no prefab stage is currently open.

How to Call

unity-mcp-cli run-tool assets-prefab-save --input '{
  "nothing": "string_value"
}'

For complex input (multi-line strings, code), save the JSON to a file and use:

unity-mcp-cli run-tool assets-prefab-save --input-file args.json

Or pipe via stdin (recommended):

unity-mcp-cli run-tool assets-prefab-save --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
nothing string No

Input JSON Schema

{
  "type": "object",
  "properties": {
    "nothing": {
      "type": "string"
    }
  }
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.AssetObjectRef",
      "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    }
  },
  "$defs": {
    "System.Type": {
      "type": "string"
    },
    "AIGD.AssetObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
        },
        "assetType": {
          "$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": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    }
  },
  "required": [
    "result"
  ]
}

Version History

  • 0.86.1 Current 2026-07-25 08:50

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Metadata

Files
0
Version
0.90.0
Hash
55e1b2a7
Indexed
2026-07-25 08:50

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