/assets-prefab-create
Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.
$ npx -y skills add IvanMurzak/Unity-MCP --skill assets-prefab-create --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-create
Context preview
The summary Claude sees to decide when to auto-load this skill.
Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.
SKILL.md
assets-prefab-create.SKILL.mdname: assets-prefab-create
description: Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.
Assets / Prefab / Create
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Creates folders recursively if they do not exist. If the source GameObject is already a prefab instance and 'connectGameObjectToPrefab' is true, a Prefab Variant is created automatically. To create a Prefab Variant from an existing prefab asset, provide 'sourcePrefabAssetPath' instead of 'gameObjectRef'. Use 'gameobject-find' tool to find the target GameObject first.
Inputs (mutually exclusive sources)
- `prefabAssetPath` — required. Must start with `Assets/` and end with `.prefab`.
- `gameObjectRef` — scene GameObject to convert (or to seed a Prefab Variant from when it is already a prefab instance).
- `sourcePrefabAssetPath` — existing prefab asset to seed a Prefab Variant from. Cannot be combined with `gameObjectRef`.
- `connectGameObjectToPrefab` (default `true`) — when sourcing from a scene GameObject, connect the scene object to the new prefab asset (becoming a prefab instance). Ignored for `sourcePrefabAssetPath` (always creates a variant).
Behavior
Creates intermediate folders along `prefabAssetPath` if they don't already exist. Returns an `AssetObjectRef` pointing at the new prefab asset.
How to Call
unity-mcp-cli run-tool assets-prefab-create --input '{
"prefabAssetPath": "string_value",
"gameObjectRef": "string_value",
"sourcePrefabAssetPath": "string_value",
"connectGameObjectToPrefab": false
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-prefab-create --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-prefab-create --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 | |------|------|----------|-------------| | `prefabAssetPath` | `string` | Yes | Prefab asset path. Should be in the format 'Assets/Path/To/Prefab.prefab'. | | `gameObjectRef` | `any` | No | Reference to a scene GameObject to create the prefab from. If the GameObject is already a prefab instance, a Prefab Variant is created when 'connectGameObjectToPrefab' is true. Optional if 'sourcePrefabAssetPath' is provided. | | `sourcePrefabAssetPath` | `string` | No | Path to an existing prefab asset to create a Prefab Variant from (e.g. 'Assets/Prefabs/Base.prefab'). When provided, a temporary instance is created, saved as a Prefab Variant, and cleaned up. Optional if 'gameObjectRef' is provided. | | `connectGameObjectToPrefab` | `boolean` | No | If true, the scene GameObject will be connected to the new prefab (becoming a prefab instance). If the source is already a prefab instance, this creates a Prefab Variant. If false, the prefab asset is created but the scene GameObject remains unchanged. Ignored when 'sourcePrefabAssetPath' is used (always creates a variant). |
Input JSON Schema
{
"type": "object",
"properties": {
"prefabAssetPath": {
"type": "string"
},
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"sourcePrefabAssetPath": {
"type": "string"
},
"connectGameObjectToPrefab": {
"type": "boolean"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"required": [
"prefabAssetPath"
]
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$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."Read more
name: assets-prefab-create description: Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.
Assets / Prefab / Create
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Creates folders recursively if they do not exist. If the source GameObject is already a prefab instance and 'connectGameObjectToPrefab' is true, a Prefab Variant is created automatically. To create a Prefab Variant from an existing prefab asset, provide 'sourcePrefabAssetPath' instead of 'gameObjectRef'. Use 'gameobject-find' tool to find the target GameObject first.
Inputs (mutually exclusive sources)
- `prefabAssetPath` — required. Must start with `Assets/` and end with `.prefab`.
- `gameObjectRef` — scene GameObject to convert (or to seed a Prefab Variant from when it is already a prefab instance).
- `sourcePrefabAssetPath` — existing prefab asset to seed a Prefab Variant from. Cannot be combined with `gameObjectRef`.
- `connectGameObjectToPrefab` (default `true`) — when sourcing from a scene GameObject, connect the scene object to the new prefab asset (becoming a prefab instance). Ignored for `sourcePrefabAssetPath` (always creates a variant).
Behavior
Creates intermediate folders along `prefabAssetPath` if they don't already exist. Returns an `AssetObjectRef` pointing at the new prefab asset.
How to Call
unity-mcp-cli run-tool assets-prefab-create --input '{
"prefabAssetPath": "string_value",
"gameObjectRef": "string_value",
"sourcePrefabAssetPath": "string_value",
"connectGameObjectToPrefab": false
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-prefab-create --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-prefab-create --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 | |------|------|----------|-------------| | `prefabAssetPath` | `string` | Yes | Prefab asset path. Should be in the format 'Assets/Path/To/Prefab.prefab'. | | `gameObjectRef` | `any` | No | Reference to a scene GameObject to create the prefab from. If the GameObject is already a prefab instance, a Prefab Variant is created when 'connectGameObjectToPrefab' is true. Optional if 'sourcePrefabAssetPath' is provided. | | `sourcePrefabAssetPath` | `string` | No | Path to an existing prefab asset to create a Prefab Variant from (e.g. 'Assets/Prefabs/Base.prefab'). When provided, a temporary instance is created, saved as a Prefab Variant, and cleaned up. Optional if 'gameObjectRef' is provided. | | `connectGameObjectToPrefab` | `boolean` | No | If true, the scene GameObject will be connected to the new prefab (becoming a prefab instance). If the source is already a prefab instance, this creates a Prefab Variant. If false, the prefab asset is created but the scene GameObject remains unchanged. Ignored when 'sourcePrefabAssetPath' is used (always creates a variant). |
Input JSON Schema
{
"type": "object",
"properties": {
"prefabAssetPath": {
"type": "string"
},
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"sourcePrefabAssetPath": {
"type": "string"
},
"connectGameObjectToPrefab": {
"type": "boolean"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"required": [
"prefabAssetPath"
]
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$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."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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