build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
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.
/assets-prefab-createContext 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.
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.
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.
Creates intermediate folders along `prefabAssetPath` if they don't already exist. Returns an `AssetObjectRef` pointing at the new prefab asset.
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 > ```
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 | |------|------|----------|-------------| | `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). |
{
"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": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"required": [
"prefabAssetPath"
]
}{
"type": "object",
"properties": {
"result": {
"$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
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…