Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-prefab명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
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Automate the Unity Editor through a local REST API — create and edit scripts, build scenes and prefabs, manage assets/materials/lighting, run tests, and drive hundreds of Editor operations across modules. Use when the user wants to actually operate the Unity Editor from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run Editor automation — in any language. Not needed for conceptual Unity Q&A that touches no Editor state — read the matching advisory doc under skills/ instead. 当用户要从对话里实际操作 Unity 编辑器(创建/修改/批量编辑/运行测试)时使用,任何语言均可触发;纯概念问答无需本协议。
Unified batch and async-job orchestration
Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.
SKILL.md 표시 중
| name | unity-prefab |
| description | Manage Prefabs and variants |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
BATCH-FIRST: Use
prefab_instantiate_batchwhen spawning 2+ prefab instances.
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_instantiateprefab_edit / prefab_modify do not exist → use prefab_set_property (edit prefab asset directly) or instantiate, modify, then prefab_applyprefab_save does not exist → use prefab_apply (applies instance changes to source prefab)Routing:
component module skills, then prefab_applyprefab_set_property (this module)prefab_find_instances (this module)| Single Object | Batch Version | Use Batch When |
|---|---|---|
prefab_instantiate | prefab_instantiate_batch | Spawning 2+ instances |
No batch needed:
prefab_create - Create prefab from scene objectprefab_apply - Apply instance changes to prefabprefab_unpack - Unpack prefab instanceprefab_get_overrides - Get instance overridesprefab_revert_overrides - Revert to prefab valuesprefab_apply_overrides - Apply overrides to prefabprefab_create_variant - Create a prefab variantprefab_find_instances - Find all instances of a prefab in sceneprefab_set_property - Set a property on a component inside a Prefab asset (supports basic types, vectors, colors, and asset references)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, name}
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) |
parentEntityId | string | No | null | Parent entity ID (Unity 6000.4+, preferred) |
parentName | string | No | null | Parent object name |
parentInstanceId | int | No | 0 | Parent instance ID |
parentPath | string | No | null | Parent hierarchy path |
Returns: {success, name, entityId, instanceId, path}
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, parentEntityId, parentName, parentInstanceId, parentPath
Returns: {success, totalItems, successCount, failCount, results: [{success, name, entityId, instanceId, 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"}
])
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, appliedTo} (appliedTo is the prefab asset path)
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, unpacked} (unpacked is the instance's GameObject name)
Get a summary of property overrides on a prefab instance (counts, not the individual override list).
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
Returns: {success, prefabPath, propertyOverrides, addedComponents, removedComponents, addedGameObjects, hasOverrides} — propertyOverrides/addedComponents/removedComponents/addedGameObjects are counts (int), not arrays; hasOverrides is true when any of those counts is non-zero.
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 |
Returns: {success, reverted} (reverted is the prefab root's GameObject name)
Apply all overrides from instance to source prefab asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
Returns: {success, appliedTo} (appliedTo is the prefab asset path)
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 }
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, entityId, instanceId }] }
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/quaternion) |
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) orassetReferencePath(asset references).
value covers Integer, Float, Boolean, String, Enum, Color, Vector2/3/4, Vector2Int/3Int, Quaternion, Rect, Bounds and LayerMask. A quaternion (localRotation) accepts 3 components as euler degrees ("0,90,0") or 4 as raw x,y,z,w. Any other serialized type answers SEMANTIC_INVALID naming the type — that is the signal to use assetReferencePath, not to reformat value.
Returns: { success, prefabPath, gameObject, component, property, valueSet }
# Set a float property on prefab root
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Enemy.prefab",
componentType="EnemyStats",
propertyName="maxHealth",
value="100"
)
# Assign an asset reference to a prefab component
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Enemy.prefab",
componentType="AudioSource",
propertyName="m_audioClip",
assetReferencePath="Assets/Audio/hit.wav"
)
# Edit a child object inside a prefab
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"
)
import unity_skills
# BAD: 10 API calls for 10 enemies
for i in range(10):
unity_skills.call_skill("prefab_instantiate",
prefabPath="Assets/Prefabs/Enemy.prefab",
name=f"Enemy_{i}",
x=i * 2
)
# GOOD: 1 API call for 10 enemies
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)
])
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|---|---|
TARGET_NOT_FOUND | The prefab asset, source prefab, child GameObject inside a prefab, component, or asset reference could not be found. | Confirm the prefab path with asset_find / prefab_find_instances, check child/component names, and retry with exact identifiers. |
MISSING_PARAM | A required parameter is missing, such as savePath, prefabPath, sourcePrefabPath, componentType, or propertyName. | Provide the missing parameter; use mode=dryRun to inspect the full schema. |
SEMANTIC_INVALID | The target is not a prefab instance, the property is not an Object reference field, or a serialized value could not be parsed. | Ensure the object is a prefab instance (prefab_get_overrides can verify), match the property type, and retry with a valid value. |
SKILL_ERROR | A low-level operation failed, such as Failed to instantiate prefab or Failed to set value ... (type: ...). | Resolve the underlying cause named in the message (e.g., prefab corruption, type mismatch) and retry. |