/assets-prefab-close
Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.
$ npx -y skills add IvanMurzak/Unity-MCP --skill assets-prefab-close --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/assets-prefab-close
Context preview
The summary Claude sees to decide when to auto-load this skill.
Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.
SKILL.md
assets-prefab-close.SKILL.mdname: assets-prefab-close
description: Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.
Assets / Prefab / Close
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Inputs
- `save` (default `true`) — when `true`, calls `PrefabUtility.SaveAsPrefabAsset` before exiting the stage; when `false`, the save is skipped. The prefab stage's dirtiness is always cleared at the end, so any unsaved changes are discarded when `save` is `false`.
Behavior
Throws when no prefab stage is currently open. Returns an `AssetObjectRef` for the closed prefab asset.
How to Call
unity-mcp-cli run-tool assets-prefab-close --input '{
"save": false
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-prefab-close --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-prefab-close --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 | |------|------|----------|-------------| | `save` | `boolean` | No | True to save prefab. False to discard changes. |
Input JSON Schema
{
"type": "object",
"properties": {
"save": {
"type": "boolean"
}
}
}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"
]
}Read more
name: assets-prefab-close description: Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.
Assets / Prefab / Close
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Inputs
- `save` (default `true`) — when `true`, calls `PrefabUtility.SaveAsPrefabAsset` before exiting the stage; when `false`, the save is skipped. The prefab stage's dirtiness is always cleared at the end, so any unsaved changes are discarded when `save` is `false`.
Behavior
Throws when no prefab stage is currently open. Returns an `AssetObjectRef` for the closed prefab asset.
How to Call
unity-mcp-cli run-tool assets-prefab-close --input '{
"save": false
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-prefab-close --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-prefab-close --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 | |------|------|----------|-------------| | `save` | `boolean` | No | True to save prefab. False to discard changes. |
Input JSON Schema
{
"type": "object",
"properties": {
"save": {
"type": "boolean"
}
}
}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"
]
}Get up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude
Repo: IvanMurzak/Unity-MCP
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