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prefab-workflowlisted

Use when creating, editing, or instantiating prefabs — prefab creation workflows, editing in prefab mode vs in-scene, applying overrides, and nesting strategies.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Prefab Workflow Procedural guide for creating, editing, and managing Unity prefabs. Covers `PrefabUtility` API for programmatic prefab creation, prefab mode vs in-scene editing, variant strategies, and how to use Hades graph queries to discover existing prefabs before authoring new ones. ## When to Apply Activate when the task involves: - Creating a new prefab asset from a scene object or from scratch - Deciding whether to create a new prefab vs a prefab variant vs modify an existing one - Editing a prefab's structure, components, or serialised values - Applying or reverting prefab instance overrides - Nesting prefabs inside other prefabs - Writing an editor script to batch-create or batch-configure prefab assets Do NOT activate for deciding the overall prefab architecture (depth, variant strategy, data vs behaviour) — use `hades:unity-architect` and `hades:prefab-architecture` for that, then return here to execute. ## Project Context Check Before creating or modifying any prefab: 1. **Discover existing prefabs:** - Call `graph_query(edgeKind: "references", edgeTargetPath: "<path/to/Component.cs>")` to check whether a prefab with the required component already exists — avoid duplicating assets (get the script's path from `search_by_name` first if you only have the class name) - Call `search_by_name("*.prefab")` for a full prefab inventory; narrow with `search_by_name("Enemy*.prefab")` or similar patterns when scope is known - Call `recall_memory("prefab work