besty0728/unity-prefab
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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-prefab
> BATCH-FIRST: Use prefab_instantiate_batch when spawning 2+ prefab instances.
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_instantiateprefab_edit / prefab_modify do not exist → use prefab_set_property (edit prefab asset directly) or instantiate, modify, then prefab_applyprefab_save does not exist → use prefab_apply (applies instance changes to source prefab)Routing:
component module skills, then prefab_applyprefab_set_property (this module)prefab_find_instances (this module)| 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)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}
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}
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"}
])
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)
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)
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.
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)
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)
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 }
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 }] }
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"
)
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)
])
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Take besty0728/unity-prefab from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.