Prefab Workflow
Create, open, edit, and instantiate prefab assets via unity-cli. This skill owns the prefab edit-mode lifecycle; scene-instance 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.
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.
Preferred Flow
open_prefabto enter edit mode (orcreate_prefabfrom a scene object).- Apply edits via
add_component,modify_component, orset_component_field. save_prefabto persist changes back to the asset.exit_prefab_modeto return to scene authoring.
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}}'
Examples
- "Create a prefab from
/Playerand save it underAssets/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."
References
- runtime-checklist.md: connection and instance prerequisites.
- prefab-edit-mode.md: safe sequence for edit mode, scene handoff, and instantiation checks.