Agent skill

Unity Prefab Workflow

by akiojin in akiojin/unity-cli

Manage Unity prefab assets with unity-cli. An agent skill from akiojin/unity-cli.

MITAuto-check passedGame Development

Install Unity Prefab Workflow

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-prefab-workflow -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-prefab-workflow --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow .claude/skills/unity-prefab-workflow && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-prefab-workflow
GitHub stars
107
Token cost
~1.5k tokens
SKILL.md length
566 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Manage Unity prefab assets with unity-cli. An agent skill from akiojin/unity-cli.

  • Works in 5 steps: Run unity-cli system ping for the target… → open_prefab to enter edit mode (or… → Apply edits via add_component,… → …
  • The user asks to create
  • SKILL.md covers Use When, Do Not Use When, Editor and Serialized Asset… and Preferred Flow, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Prefab Workflow is an agent skill from akiojin/unity-cli. Manage Unity prefab assets with unity-cli. Use when the user asks to create or instantiate a prefab or Variant, list or apply/revert instance overrides, unpack a prefab, open prefab edit mode, save changes, or update prefab asset properties. Do not use for general scene object editing; use unity-gameobject-edit or unity-scene-create instead.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/prefab-edit-mode.md` and `references/runtime-checklist.md`).

It sits in Game Development. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.

When your agent uses it

  • The user asks to create
  • Instantiate a prefab
  • Apply/revert instance overrides
  • Unpack a prefab

Example prompts

  • “/unity-prefab-workflow”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Run unity-cli system ping for the target project before mutations (use --project-path with multiple Editors). If it fails, follow…
  2. open_prefab to enter edit mode (or create_prefab from a scene object).
  3. Apply edits via add_component, modify_component, or set_component_field.
  4. save_prefab to persist changes back to the asset.
  5. exit_prefab_mode to return to scene authoring.

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Prefab Workflow loads about 1.5k tokens when it runs, and up to ~1.9k if it reads all its reference files. Until then it costs about 92 tokens; SKILL.md has 566 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~92
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 566 words, ~1,525 tokens.

Download SKILL.mdSave it as .claude/skills/unity-prefab-workflow/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
unity-prefab-workflow
description
Manage Unity prefab assets with unity-cli. Use when the user asks to create or instantiate a prefab or Variant, list or apply/revert instance overrides, unpack a prefab, open prefab edit mode, save changes, or update prefab asset properties. Do not use for general scene object editing; use `unity-gameobject-edit` or `unity-scene-create` instead.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.4.0
metadata.category
prefabs
metadata.triggers
prefab, instantiate, edit-mode, asset
metadata.siblings
unity-gameobject-edit, unity-scene-create, unity-asset-management

Prefab Workflow

With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.

Create, open, edit, and instantiate prefab assets via unity-cli. This skill owns Prefab edit mode, Variant inheritance, override apply/revert, and unpacking; ordinary scene-instance field edits belong to unity-gameobject-edit.

Use When

  • The user wants to create or update a prefab asset.
  • The task requires entering prefab edit mode and saving changes back to the asset.
  • The user wants to instantiate prefab assets into a scene with specific transforms.
  • The user wants to create a Variant, inspect/apply/revert overrides, or unpack a Prefab connection.

Do Not Use When

  • The request edits ordinary scene objects with no prefab asset involved; use unity-gameobject-edit.
  • The task is bootstrapping a fresh scene; use unity-scene-create.
  • The request is about asset import settings or materials; use unity-asset-management.

Editor and Serialized Asset Safety

  • When the target Editor is reachable, do not hand-edit .unity, .prefab, or .asset YAML. Use bridge tools so Unity maintains object references, prefab overrides, and its in-memory state consistently.
  • A failed ping can be a sandbox false negative. Follow Connection Recovery; confirm the target project and connection with the user when sandbox restrictions prevent verification. Do not infer that the Editor is absent.
  • Before using an offline fallback, explicitly state why the bridge is unavailable, which files are affected, and the alternative method. A timeout alone is not permission to edit YAML.

Preferred Flow

  1. Run unity-cli system ping for the target project before mutations (use --project-path <project> with multiple Editors). If it fails, follow Connection Recovery before continuing.

  2. open_prefab to enter edit mode (or create_prefab from a scene object).

  3. Apply edits via add_component, modify_component, or set_component_field.

  4. save_prefab to persist changes back to the asset.

  5. exit_prefab_mode to return to scene authoring.

bash
unity-cli raw create_prefab --json '{"gameObjectPath":"/Player","prefabPath":"Assets/Prefabs/Player.prefab"}'
unity-cli raw open_prefab --json '{"prefabPath":"Assets/Prefabs/Player.prefab"}'
unity-cli raw save_prefab --json '{}'
unity-cli raw exit_prefab_mode --json '{}'
unity-cli raw instantiate_prefab --json '{"prefabPath":"Assets/Prefabs/Player.prefab","position":{"x":0,"y":0,"z":0}}'
Show full SKILL.md (249 more words)Show less

Variant and Override Flow

  1. Instantiate the base with instantiate_prefab, then use create_prefab on that connected root with a new asset path. Unity creates a Variant and connects the instance to it. Do not unpack the base instance before saving the Variant.
  2. List get_prefab_overrides on the scene instance root. It returns property, object, added/removed component overrides and applyTargets.
  3. Use manage_prefab_overrides with action: apply|revert and scope: all|property|object|added_component|removed_component. Apply requires an explicit assetPath (Variant or base). Revert restores the immediate source.
  4. For individual scopes use the returned instanceId; also supply propertyPath for a property or assetComponentId for a removed component. Refresh the list after mutations or reloads; IDs are session-local. An object added only to a Variant cannot be applied to a base where it does not exist.
  5. Save the scene after reverting or unpacking. Use unpack_prefab with Completely when no Prefab connections should remain. Outermost preserves nested connections and a Variant's base connection; inspect the returned isPartOfPrefabInstance and connectedObjectCount.
bash
unity-cli raw instantiate_prefab --json '{"prefabPath":"Assets/Prefabs/Player.prefab","name":"ArmoredPlayer"}'
unity-cli raw create_prefab --json '{"gameObjectPath":"/ArmoredPlayer","prefabPath":"Assets/Prefabs/ArmoredPlayer.prefab"}'
unity-cli raw get_prefab_overrides --json '{"gameObjectPath":"/ArmoredPlayer"}'
unity-cli raw manage_prefab_overrides --json '{"gameObjectPath":"/ArmoredPlayer","action":"apply","scope":"all","assetPath":"Assets/Prefabs/ArmoredPlayer.prefab"}'
unity-cli raw manage_prefab_overrides --json '{"gameObjectPath":"/ArmoredPlayer","action":"revert","scope":"all"}'
unity-cli raw unpack_prefab --json '{"gameObjectPath":"/ArmoredPlayer","mode":"Completely"}'

Examples

  • "Create a prefab from /Player and save it under Assets/Prefabs/Player.prefab."
  • "Open an existing prefab, change a field, save it, and exit prefab mode."
  • "Instantiate a prefab at the origin for a test scene."
  • "Create a Variant that inherits Player defaults but keeps its own collider override."
  • "Apply only this component override to the Variant and preserve the base Prefab."
  • "Unpack this hierarchy completely and verify no Prefab connections remain."

References

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow of akiojin/unity-cli.

  • SKILL.md
  • references/prefab-edit-mode.md
  • references/runtime-checklist.md

Open the folder on GitHubat commit 7f45d7a

Compare with similar skills

Unity Prefab Workflow next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Questions about Unity Prefab Workflow

What does Unity Prefab Workflow do?

Manage Unity prefab assets with unity-cli. An agent skill from akiojin/unity-cli. Unity Prefab Workflow is an agent skill from akiojin/unity-cli. Manage Unity prefab assets with unity-cli.

When should I use Unity Prefab Workflow?

Unity Prefab Workflow fits situations like: the user asks to create; instantiate a prefab; apply/revert instance overrides; unpack a prefab.

How do I install Unity Prefab Workflow in Claude Code?

Run `npx skills add akiojin/unity-cli --skill unity-prefab-workflow -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow in akiojin/unity-cli) into .claude/skills/unity-prefab-workflow in your project. Claude Code loads it when a task matches its description.

How do I install Unity Prefab Workflow in Codex?

Run `npx skills add akiojin/unity-cli --skill unity-prefab-workflow -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow in akiojin/unity-cli) into .agents/skills/unity-prefab-workflow in your project. Codex loads it when a task matches its description.

Can I use Unity Prefab Workflow in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-prefab-workflow -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-prefab-workflow, .gemini/skills/unity-prefab-workflow, .github/skills/unity-prefab-workflow and .opencode/skills/unity-prefab-workflow in your project.

What does Unity Prefab Workflow need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Prefab Workflow is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.

Does Unity Prefab Workflow access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Prefab Workflow safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Prefab Workflow use?

Unity Prefab Workflow is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Prefab Workflow use?

About 1.5k tokens (SKILL.md is roughly 6.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 414 tokens, read only when the agent opens those files.

What are the alternatives to Unity Prefab Workflow?

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Who maintains Unity Prefab Workflow?

akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.

Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.