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juliangrechenriquez/worldofspirits/assets-prefab-save
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PublishedOctober 21, 2026 at 05:03 AM
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version: "1.0.0" 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

bash
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:
```bash
unity-mcp-cli run-tool assets-prefab-save --input-file args.json
```
Or pipe via stdin (recommended):
```bash
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

NameTypeRequiredDescription
nothingstringNo

Input JSON Schema

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

Output

Output JSON Schema

json
{
"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"
]
}
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