assets-prefab-save

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Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.

AI & Automation 3,680 stars 331 forks Updated today Apache-2.0

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Skill Content

# Assets / Prefab / Save Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first. ## Behavior Calls `PrefabUtility.SaveAsPrefabAsset` on the current prefab stage's contents root, clears the stage's dirtiness flag, repaints editor windows, and returns an `AssetObjectRef` to the saved prefab. Throws when no prefab stage is currently open. ## How to Call ```bash unity-mcp-cli run-tool assets-prefab-save --input '{ "nothing": "string_value" }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-prefab-save --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-prefab-save --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. ## Input | Name | Type | Required | Description | |------|------|----------|-------------| | `nothing` | `string` | No | | ### Input JSON Schema ```json { "type": "object", "properties": { "nothing": { "type": "string" } } } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/AIGD.AssetObjectRef", "description": "Reference to...

Details

Author
IvanMurzak
Repository
IvanMurzak/Unity-MCP
Created
1 years ago
Last Updated
today
Language
C#
License
Apache-2.0

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