addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Prefabs and variants
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill prefab --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill prefab -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill prefab -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill prefab -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill prefab -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill prefab -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill prefab -a windsurf -y
name: unity-prefab description: Manage Prefabs and variants
Scene prefab instances, prefab assets and variants. Parameters come from the schema (`GET /skills/schema?category=Prefab&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md). Parameters: `reference/<skill_name>.md`.
| Skill | Purpose | |---|---| | [`prefab_create`](reference/prefab_create.md) | Create a prefab from a scene object | | [`prefab_apply`](reference/prefab_apply.md) | Apply instance changes to the source | | [`prefab_unpack`](reference/prefab_unpack.md) | Break the prefab connection | | [`prefab_get_overrides`](reference/prefab_get_overrides.md) | Count or list instance overrides | | [`prefab_revert_overrides`](reference/prefab_revert_overrides.md) | Revert an instance's overrides | | [`prefab_apply_overrides`](reference/prefab_apply_overrides.md) | Apply an instance's overrides to the source | | [`prefab_create_variant`](reference/prefab_create_variant.md) | Create a variant of a prefab asset | | [`prefab_find_instances`](reference/prefab_find_instances.md) | Find instance roots in the scene | | [`prefab_set_property`](reference/prefab_set_property.md) | Legacy one-property asset write | | [`prefab_get_info`](reference/prefab_get_info.md) | Read one node of a prefab asset | | [`prefab_get_hierarchy`](reference/prefab_get_hierarchy.md) | Read the node tree of an asset | | [`prefab_list_components`](reference/prefab_list_components.md) | List components per node | | [`prefab_get_serialized_properties`](reference/prefab_get_serialized_properties.md) | Read a component's serialized properties | | [`prefab_edit_batch`](reference/prefab_edit_batch.md) | Ordered asset edits, all or nothing | | [`prefab_instantiate`](reference/prefab_instantiate.md), [`prefab_instantiate_batch`](reference/prefab_instantiate_batch.md) | Instantiate several prefabs in one call | | [`prefab_add_component`](reference/prefab_add_component.md), [`prefab_add_component_batch`](reference/prefab_add_component_batch.md) | Add a component to a node | | [`prefab_remove_component`](reference/prefab_remove_component.md), [`prefab_remove_component_batch`](reference/prefab_remove_component_batch.md) | Remove a component | | [`prefab_set_component_enabled`](reference/prefab_set_component_enabled.md), [`prefab_set_component_enabled_batch`](reference/prefab_set_component_enabled_batch.md) | Enable or disable a component | | [`prefab_set_serialized_property`](reference/prefab_set_serialized_property.md), [`prefab_set_serialized_property_batch`](reference/prefab_set_serialized_property_batch.md) | Write one serialized property | | [`prefab_create_gameobject`](reference/prefab_create_gameobject.md), [`prefab_create_gameobject_batch`](reference/prefab_create_gameobject_batch.md) | Create a node | | [`prefab_delete_gameobject`](reference/prefab_delete_gameobject.md), [`prefab_delete_gameobject_batch`](reference/prefab_delete_gameobject_batch.md) | Delete a node (refused under Approval) | | [`prefab_duplicate_gameobject`](reference/prefab_duplicate_gameobject.md), [`prefab_duplicate_gameobject_batch`](reference/prefab_duplicate_gameobject_batch.md) | Duplicate a node subtree | | [`prefab_rename_gameobject`](reference/prefab_rename_gameobject.md), [`prefab_rename_gameobject_batch`](reference/prefab_rename_gameobject_batch.md) | Rename a node | | [`prefab_set_transform`](reference/prefab_set_transform.md), [`prefab_set_transform_batch`](reference/prefab_set_transform_batch.md) | Set a node's transform | | [`prefab_set_parent`](reference/prefab_set_parent.md), [`prefab_set_parent_batch`](reference/prefab_set_parent_batch.md) | Reparent a node | | [`prefab_set_active`](reference/prefab_set_active.md), [`prefab_set_active_batch`](reference/prefab_set_active_batch.md) | Set a node's active state | | [`prefab_set_sibling_index`](reference/prefab_set_sibling_index.md), [`prefab_set_sibling_index_batch`](reference/prefab_set_sibling_index_batch.md) | Reorder a node among its siblings |
**DO NOT** (common hallucinations):
REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.