| name | prefab-workflow |
| description | Use when creating or editing prefabs in the Unity Editor using MCP tools — saving prefabs, editing prefab contents, creating variants, and applying overrides. |
Prefab Workflow with MCP Tools
Efficient tool sequences for prefab operations.
GOAL: Create a Prefab from Scene Objects
Approach:
- Build the object in the scene first (easier to iterate).
- Once satisfied, save as prefab asset.
- The scene instance becomes a prefab instance automatically.
Tool sequence:
- Build in scene using scene_create_gameobject, component_add, etc.
prefab_create — save scene object as prefab at target path.
Common mistakes:
- Creating parent directories manually — prefab_create handles this.
- Forgetting to save the scene after creating the prefab (scene now has a prefab instance).
GOAL: Edit a Prefab's Properties
Two approaches depending on scope:
Single property change (atomic):
prefab_edit_property — load, edit one property, save. One tool call.
Multi-step changes (session):
prefab_open_editing — opens prefab for editing, returns root path.
- Use component_add, component_set_property, reference_set, etc. on the opened prefab's hierarchy.
prefab_save_editing — save and close.
Common mistakes:
- Using prefab_edit_property for many changes (inefficient — opens/saves per call).
- Forgetting prefab_save_editing (changes are lost).
- Trying to use scene tools on a prefab without opening it for editing first.
GOAL: Create a Prefab Variant
Approach:
- Create variant from base prefab.
- Edit the variant's overriding properties.
Tool sequence:
prefab_create_variant — specify base prefab path and new variant path.
prefab_edit_property — override specific values on the variant.
Common mistakes:
- Trying to remove components from a variant (not supported — can only add or override).
- Creating deeply nested variants (Base → Variant → Variant) — fragile, avoid.
GOAL: Instantiate Prefabs into the Scene
Approach:
- Instantiate with optional parent.
- Position/configure the instance.
Tool sequence:
prefab_instantiate — create instance in scene, optionally parent it.
component_set_property on Transform — set position, rotation, scale.
reference_set — wire up any scene-specific references.
Common mistakes:
- Not parenting to an organizational empty (scene gets cluttered).
- Setting references to other prefab instances before they exist.
GOAL: Apply Overrides Back to Prefab
When to use: You edited a prefab instance in the scene and want those changes in the prefab asset.
Tool sequence:
prefab_apply_overrides — applies all instance overrides back to the source prefab.
Common mistakes:
- Applying when unintended changes are present on the instance.
- Use inspector_inspect on the instance first to verify what will be applied.
GOAL: Inspect a Prefab Without Instantiating
Tool sequence:
prefab_get_contents — returns the full hierarchy, components, and properties of a prefab asset without placing it in the scene.
Use for: Checking structure, verifying components, reading property values before deciding to instantiate or modify.
Related Skills
- uniclaude:prefab-architecture — when to use prefabs vs variants vs SOs
- uniclaude:unity-architect — system-level prefab strategy