Agent skill

Assets Prefab Create

by IvanMurzak in IvanMurzak/Unity-MCP

Create a Prefab (or Prefab Variant) at a project asset path.

Apache-2.0Auto-check passedGame Development

Install Assets Prefab Create

skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-create -a claude-code

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

GitHub CLI
$ gh skill install IvanMurzak/Unity-MCP assets-prefab-create --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/IvanMurzak/Unity-MCP.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Unity-MCP-Plugin/.claude/skills/assets-prefab-create .claude/skills/assets-prefab-create && 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
assets-prefab-create
GitHub stars
4.4k
Token cost
~1.6k tokens
SKILL.md length
389 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0

At a glance

Create a Prefab (or Prefab Variant) at a project asset path.

  • Game Development work in your project
  • SKILL.md covers Inputs (mutually exclusive…, Behavior, How to Call and Input, plus 1 more section
  • Calls npm and npx

What it does

Assets Prefab Create is an agent skill from IvanMurzak/Unity-MCP. 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.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. It works with Model Context Protocol. The repository describes itself as: AI Skills, MCP Tools, and CLI for Unity Engine. Full AI develop and test loop. Use cli for quick setup. Efficient token usage, advanced tools. Any C method may be turned into a… The licence is Apache-2.0.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “gameobject-find”
  • “/assets-prefab-create”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit 4c8056f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npm
    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npm and npx, which can reach the network depending on how they are called.

    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

Assets Prefab Create loads about 1.6k tokens when it runs. Until then it costs about 72 tokens; SKILL.md has 389 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~72
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k

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 IvanMurzak/Unity-MCP at commit 4c8056f, republished under its Apache-2.0 licence (© IvanMurzak). 389 words, ~1,646 tokens.

Download SKILL.mdSave it as .claude/skills/assets-prefab-create/SKILL.md (or your agent's skills folder).
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.

Assets / Prefab / Create

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.

Inputs (mutually exclusive sources)

  • prefabAssetPath — required. Must start with Assets/ and end with .prefab.
  • gameObjectRef — scene GameObject to convert (or to seed a Prefab Variant from when it is already a prefab instance).
  • sourcePrefabAssetPath — existing prefab asset to seed a Prefab Variant from. Cannot be combined with gameObjectRef.
  • connectGameObjectToPrefab (default true) — when sourcing from a scene GameObject, connect the scene object to the new prefab asset (becoming a prefab instance). Ignored for sourcePrefabAssetPath (always creates a variant).

Behavior

Creates intermediate folders along prefabAssetPath if they don't already exist. Returns an AssetObjectRef pointing at the new prefab asset.

How to Call

bash
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
Troubleshooting

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.

Show full SKILL.md (150 more words)Show less

Input

NameTypeRequiredDescription
prefabAssetPathstringYesPrefab asset path. Should be in the format 'Assets/Path/To/Prefab.prefab'.
gameObjectRefanyNoReference 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.
sourcePrefabAssetPathstringNoPath 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.
connectGameObjectToPrefabbooleanNoIf 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).
Input JSON Schema
json
{
  "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"
  ]
}

Output

Output JSON Schema
json
{
  "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."
        },
        "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": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    }
  },
  "required": [
    "result"
  ]
}

© IvanMurzak, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Unity-MCP-Plugin/.claude/skills/assets-prefab-create of IvanMurzak/Unity-MCP.

Open the folder on GitHubat commit 4c8056f

Compare with similar skills

Assets Prefab Create 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.

Assets Prefab Create compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Assets Prefab Create this skillIvanMurzak/Unity-MCP4.4k—~1.6kAutomated safety check: PassApache-2.0
Sprite Genaldegad/sprite-gen2.6k—~4.8kAutomated safety check: PassApache-2.0
Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin495—~2.8kAutomated safety check: PassGPL-3.0
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
Unreal Material and VFX Workflowflopperam/unreal-engine-mcp1.1k—~927Automated safety check: PassNone

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Questions about Assets Prefab Create

What does Assets Prefab Create do?

Create a Prefab (or Prefab Variant) at a project asset path. Assets Prefab Create is an agent skill from IvanMurzak/Unity-MCP. Create a Prefab (or Prefab Variant) at a project asset path.

When should I use Assets Prefab Create?

Assets Prefab Create fits situations like: game Development work in your project.

How do I install Assets Prefab Create in Claude Code?

Run `npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-create -a claude-code`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/assets-prefab-create in IvanMurzak/Unity-MCP) into .claude/skills/assets-prefab-create in your project. Claude Code loads it when a task matches its description.

How do I install Assets Prefab Create in Codex?

Run `npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-create -a codex`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/assets-prefab-create in IvanMurzak/Unity-MCP) into .agents/skills/assets-prefab-create in your project. Codex loads it when a task matches its description.

Can I use Assets Prefab Create 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 IvanMurzak/Unity-MCP --skill assets-prefab-create -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/assets-prefab-create, .gemini/skills/assets-prefab-create, .github/skills/assets-prefab-create and .opencode/skills/assets-prefab-create in your project.

What does Assets Prefab Create need to run?

Going by SKILL.md and its folder, Assets Prefab Create needs the command-line tools its instructions call (npm and npx). Our summary lists: Node.js.

Does Assets Prefab Create access the network?

SKILL.md contains no URLs. Its commands use npm and npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Assets Prefab Create 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 Assets Prefab Create use?

Assets Prefab Create is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Assets Prefab Create use?

About 1.6k tokens (SKILL.md is roughly 6.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Assets Prefab Create?

Skills that share tags, products or a category with Assets Prefab Create: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 495 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars) and Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Assets Prefab Create?

IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,405 GitHub stars. The repository holds 80 skills in this directory. The repository was last updated on October 4, 2026.

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