Skill v1.0.2
Automated scanchore: bump version to 1.9.2
version: "1.0.2" 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: Useprefab_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, 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 eithervalue(basic types) orassetReferencePath(asset references).
Returns: { success, prefabPath, gameObject, component, property, valueSet }
# Set a float property on prefab rootunity_skills.call_skill("prefab_set_property",prefabPath="Assets/Prefabs/Enemy.prefab",componentType="EnemyStats",propertyName="maxHealth",value="100")# Assign an asset reference to a prefab componentunity_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 prefabunity_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 enemiesfor 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 enemiesunity_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.