Install the "assets-prefab-open" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-prefab-open into .claude/skills/assets-prefab-open/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-prefab-open", then confirm the skill loads.
Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Type this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-open -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "assets-prefab-open" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-prefab-open into .agents/skills/assets-prefab-open/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-prefab-open", then confirm the skill loads.
Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-open -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "assets-prefab-open" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-prefab-open into .cursor/skills/assets-prefab-open/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-prefab-open", then confirm the skill loads.
Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-open -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "assets-prefab-open" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-prefab-open into .gemini/skills/assets-prefab-open/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-prefab-open", then confirm the skill loads.
Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Installs for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-open -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "assets-prefab-open" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-prefab-open into .github/skills/assets-prefab-open/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-prefab-open", then confirm the skill loads.
GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-open -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "assets-prefab-open" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-prefab-open into .opencode/skills/assets-prefab-open/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-prefab-open", then confirm the skill loads.
OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Facts
Skill name
assets-prefab-open
GitHub stars
4.4k
Token cost
~872 tokens
SKILL.md length
209 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0
At a glance
Open the prefab edit stage for a prefab instance or prefab asset GameObject.
Game Development work in your project
SKILL.md covers Inputs, Behavior, How to Call and Input, plus 1 more section
Calls npm and npx
What it does
Assets Prefab Open is an agent skill from IvanMurzak/Unity-MCP. Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.
Its SKILL.md is about 870 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
“assets-prefab-close”
“/assets-prefab-open”
Requirements
Node.js
What it can do on your machine
Read from SKILL.md and the folder at commit 84319d7. 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 Open loads about 872 tokens when it runs. Until then it costs about 55 tokens; SKILL.md has 209 words of instructions outside code blocks.
Always· name and description, kept in context so the agent knows when to use it
~55
When it runs· the whole SKILL.md, loaded when a task matches
~872
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.
Download SKILL.mdSave it as .claude/skills/assets-prefab-open/SKILL.md (or your agent's skills folder).
name
assets-prefab-open
description
Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.
Assets / Prefab / Open
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
Inputs
gameObjectRef — reference to a scene prefab instance OR a prefab asset GameObject. The tool resolves the prefab asset path via PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot and opens the appropriate prefab stage.
Behavior
Asset-side GameObjects open via the simple OpenPrefab(path) overload. Scene-instance GameObjects open via OpenPrefab(path, gameObject) so the editor remembers which instance prompted the edit. Editor windows are repainted before returning. Throws when the GameObject cannot be resolved or the stage fails to open.
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.
Input
Name
Type
Required
Description
gameObjectRef
any
Yes
GameObject that represents prefab instance of an original prefab GameObject.
Input JSON Schema
json
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$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": [
"gameObjectRef"
]
}
Assets Prefab Open 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.
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
Open the prefab edit stage for a prefab instance or prefab asset GameObject. Assets Prefab Open is an agent skill from IvanMurzak/Unity-MCP. Open the prefab edit stage for a prefab instance or prefab asset GameObject.
When should I use Assets Prefab Open?
Assets Prefab Open fits situations like: game Development work in your project.
How do I install Assets Prefab Open in Claude Code?
Run `npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-open -a claude-code`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/assets-prefab-open in IvanMurzak/Unity-MCP) into .claude/skills/assets-prefab-open in your project. Claude Code loads it when a task matches its description.
How do I install Assets Prefab Open in Codex?
Run `npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-open -a codex`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/assets-prefab-open in IvanMurzak/Unity-MCP) into .agents/skills/assets-prefab-open in your project. Codex loads it when a task matches its description.
Can I use Assets Prefab Open 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-open -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-open, .gemini/skills/assets-prefab-open, .github/skills/assets-prefab-open and .opencode/skills/assets-prefab-open in your project.
What does Assets Prefab Open need to run?
Going by SKILL.md and its folder, Assets Prefab Open needs the command-line tools its instructions call (npm and npx). Our summary lists: Node.js.
Does Assets Prefab Open 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 Open 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 Open use?
Assets Prefab Open 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 Open use?
About 872 tokens (SKILL.md is roughly 3.5k 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 Open?
Skills that share tags, products or a category with Assets Prefab Open: Sprite Gen (aldegad/sprite-gen, 2.7k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 500 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 Open?
IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,412 GitHub stars. The repository holds 80 skills in this directory. The repository was last updated on October 10, 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.