build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
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.
/assets-prefab-closeContext 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.
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.
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.
Throws when no prefab stage is currently open. Returns an `AssetObjectRef` for the closed prefab asset.
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 > ```
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.
| Name | Type | Required | Description | |------|------|----------|-------------| | `save` | `boolean` | No | True to save prefab. False to discard changes. |
{
"type": "object",
"properties": {
"save": {
"type": "boolean"
}
}
}{
"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
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist.…
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so…