unity-prefab

SKILL.md

Unity Prefab Skills

BATCH-FIRST: Use prefab_instantiate_batch when spawning 2+ prefab instances.

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

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
path string No* Object path
instanceId int No* Instance ID
savePath string Yes Prefab save path

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 Position
parentName string No null Parent object

Returns: {success, name, instanceId, 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

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
path string No* Object path
instanceId int No* Instance ID

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
path string No* - Object path
instanceId int No* - Instance ID
completely bool No false Unpack all nested prefabs

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 }] }


Example: Efficient Enemy Spawning

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)
])

Best Practices

  1. Organize prefabs in dedicated folders
  2. Use prefabs for repeated objects
  3. Apply changes to update all instances
  4. Unpack only when unique modifications needed
  5. Use batch instantiation for level generation
Weekly Installs
5
GitHub Stars
460
First Seen
3 days ago
Installed on
cursor4
gemini-cli4
amp4
cline4
claude-code4
github-copilot4