| name | unity-prefab |
| description | Prefab management. Use when users want to create, instantiate, apply, unpack, find instances, edit prefab assets, or create variants. Triggers: prefab, instantiate prefab, spawn, create prefab, apply prefab, unpack prefab, variant, prefab override, revert override, prefab asset, find instances, set prefab property, 预制体, 实例化, 生成预制体, 创建预制体, 应用预制体, 解包, 变体, 预制体覆盖, 还原覆盖, 查找实例, 修改预制体. |
Unity Prefab Skills
BATCH-FIRST: Use prefab_instantiate_batch when spawning 2+ prefab instances.
Operating Mode
Approval 模式下本模块为 Mixed —— 只读 skill prefab_get_overrides / prefab_find_instances(标 ReadOnly = true, Mode = SkillMode.SemiAuto)可直接执行;其余 9 个写类 skill (prefab_create / prefab_instantiate / prefab_instantiate_batch / prefab_apply / prefab_unpack / prefab_revert_overrides / prefab_apply_overrides / prefab_create_variant / prefab_set_property) 为 SkillMode.FullAuto,需用户 grant 单次执行返结果。Auto / Bypass 直接执行。本模块不含 NeverInSemi 高危 skill(无 Delete / PlayMode / Reload)。
DO NOT (common hallucinations):
prefab_create_from_object does not exist → use prefab_create (takes scene object name/instanceId and savePath)
prefab_spawn does not exist → use prefab_instantiate
prefab_edit / prefab_modify do not exist → use prefab_set_property (edit prefab asset directly) or instantiate, modify, then prefab_apply
prefab_save does not exist → use prefab_apply (applies instance changes to source prefab)
Routing:
- To modify components on a prefab instance in scene → use
component module skills, then prefab_apply
- To set a property directly on the prefab asset →
prefab_set_property (this module)
- To find all instances of a prefab →
prefab_find_instances (this module)
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|
prefab_instantiate | prefab_instantiate_batch | Spawning 2+ instances |
No batch needed:
prefab_create - Create prefab from scene object
prefab_apply - Apply instance changes to prefab
prefab_unpack - Unpack prefab instance
prefab_get_overrides - Get instance overrides
prefab_revert_overrides - Revert to prefab values
prefab_apply_overrides - Apply overrides to prefab
prefab_create_variant - Create a prefab variant
prefab_find_instances - Find all instances of a prefab in scene
prefab_set_property - Set a property on a component inside a Prefab asset (supports basic types, vectors, colors, and asset references)
Skills
prefab_create
Create a prefab from a scene GameObject.
| Parameter | Type | Required | Description |
|---|
name | string | No* | Source object name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Object path |
savePath | string | Yes | Prefab save path |
*At least one source identifier required.
Returns: {success, prefabPath, sourceObject}
prefab_instantiate
Instantiate a prefab into the scene.
| Parameter | Type | Required | Default | Description |
|---|
prefabPath | string | Yes | - | Prefab asset path |
name | string | No | prefab name | Instance name |
x, y, z | float | No | 0 | Local position (relative to parent if set) |
parentName | string | No | null | Parent object name |
parentInstanceId | int | No | 0 | Parent instance ID |
parentPath | string | No | null | Parent hierarchy path |
Returns: {success, name, instanceId, path, prefabPath, position}
prefab_instantiate_batch
Instantiate multiple prefabs in one call.
| Parameter | Type | Required | Description |
|---|
items | array | Yes | Array of instantiation configs |
Item properties: prefabPath, name, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentName, parentInstanceId, parentPath
Returns: {success, totalItems, successCount, failCount, results: [{success, name, instanceId, prefabPath, position}]}
unity_skills.call_skill("prefab_instantiate_batch", items=[
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "x": 0, "z": 0, "name": "Enemy_01"},
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "x": 2, "z": 0, "name": "Enemy_02"},
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "x": 4, "z": 0, "name": "Enemy_03"}
])
prefab_apply
Apply instance changes back to the prefab asset.
| Parameter | Type | Required | Description |
|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Object path |
*At least one identifier required.
Returns: {success, gameObject, prefabPath}
prefab_unpack
Unpack a prefab instance (break prefab connection).
| Parameter | Type | Required | Default | Description |
|---|
name | string | No* | - | Prefab instance name |
instanceId | int | No* | - | Instance ID (preferred) |
path | string | No* | - | Object path |
completely | bool | No | false | Unpack all nested prefabs |
*At least one identifier required.
Returns: {success, gameObject, mode}
prefab_get_overrides
Get list of property overrides on a prefab instance.
| Parameter | Type | Required | Description |
|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
Returns: {success, overrides: [{type, path, property}]}
prefab_revert_overrides
Revert all overrides on a prefab instance back to prefab values.
| Parameter | Type | Required | Description |
|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
prefab_apply_overrides
Apply all overrides from instance to source prefab asset.
| Parameter | Type | Required | Description |
|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
prefab_create_variant
Create a prefab variant from an existing prefab.
| Parameter | Type | Required | Default | Description |
|---|
sourcePrefabPath | string | Yes | - | Path to the source prefab asset |
variantPath | string | Yes | - | Save path for the new variant |
Returns: { success, sourcePath, variantPath, name }
prefab_find_instances
Find all instances of a prefab in the current scene.
| Parameter | Type | Required | Default | Description |
|---|
prefabPath | string | Yes | - | Prefab asset path to search for |
limit | int | No | 50 | Maximum number of instances to return |
Returns: { success, prefabPath, count, instances: [{ name, path, instanceId }] }
prefab_set_property
Set a property on a component inside a Prefab asset file (without instantiating it). Supports basic types, vectors, colors, enums, and asset references.
| Parameter | Type | Required | Default | Description |
|---|
prefabPath | string | Yes | - | Path to the prefab asset |
componentType | string | Yes | - | Component type name |
propertyName | string | Yes | - | Serialized property name |
value | string | Cond. | null | Value for basic types (int/float/bool/string/enum/vector/color) |
assetReferencePath | string | Cond. | null | Asset path for Object reference fields (Material, Texture, AudioClip, ScriptableObject, etc.) |
gameObjectName | string | No | null | Child object name inside prefab (defaults to root) |
Provide either value (basic types) or assetReferencePath (asset references).
Returns: { success, prefabPath, gameObject, component, property, valueSet }
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Enemy.prefab",
componentType="EnemyStats",
propertyName="maxHealth",
value="100"
)
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Enemy.prefab",
componentType="AudioSource",
propertyName="m_audioClip",
assetReferencePath="Assets/Audio/hit.wav"
)
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Player.prefab",
componentType="MeshRenderer",
propertyName="m_Materials.Array.data[0]",
assetReferencePath="Assets/Materials/PlayerSkin.mat",
gameObjectName="Body"
)
Example: Efficient Enemy Spawning
import unity_skills
for i in range(10):
unity_skills.call_skill("prefab_instantiate",
prefabPath="Assets/Prefabs/Enemy.prefab",
name=f"Enemy_{i}",
x=i * 2
)
unity_skills.call_skill("prefab_instantiate_batch", items=[
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "name": f"Enemy_{i}", "x": i * 2}
for i in range(10)
])
Best Practices
- Organize prefabs in dedicated folders
- Use prefabs for repeated objects
- Apply changes to update all instances
- Unpack only when unique modifications needed
- Use batch instantiation for level generation
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.