prefabs

prefabs is a command for Claude Code from Alex-Rachel/TEngine. It costs 0 tokens per session (1,052 once invoked), scanned A, original, MIT.

Commands for Unity prefabs, reusable templates for GameObjects and their components. They create, place, edit, vary, unpack, and apply or revert prefab instances and overrides.

In plain words
What is it for?
Use them to save configured objects as prefab assets, instantiate them in scenes, create variants, edit prefab contents, and manage instance changes.
Why use it?
They reduce repetitive scene setup and make it possible to manage reusable game objects through code instead of manual Editor work.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Use them to save configured objects as prefab assets, instantiate them in scenes, create variants, edit prefab contents, and manage instance changes.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/alex-rachel/tengine/prefabs
About the project

TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.

Alex-Rachel/TEngine · 2,379 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/Alex-Rachel/TEngine

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for prefabs

README.md
[![agentmods](https://agentmods.dev/badge/commands/alex-rachel/tengine/prefabs/github.svg)](https://agentmods.dev/commands/alex-rachel/tengine/prefabs)
Your own site
<a href="https://agentmods.dev/commands/alex-rachel/tengine/prefabs"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/prefabs/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for prefabs

Your own site · 80×15
<a href="https://agentmods.dev/commands/alex-rachel/tengine/prefabs"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/prefabs.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,052 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.01052
Opus 5.5 $0.00000 $0.00421
Sonnet 5.5 $0.00000 $0.00210
Haiku 4.5 $0.00000 $0.00105

Measured 23d ago against content hash cc46a181aea8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

prefabs scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 23d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

  • prefabs — 100% identical, 0 lines differ
UnityProject/Packages/com.unity.pipeline/Documentation~/commands/prefabs.md · 85 lines

How it starts

The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Prefab commands

Commands covering the prefab lifecycle an agent needs to build content procedurally: saving a configured GameObject as a prefab asset, instantiating it into a scene, deriving a variant, applying/reverting instance overrides, unpacking, and editing prefab contents through the prefab stage. Asset paths are sandboxed to the authoring root; scene-side mutations are Undo-able, but prefab asset writes are AssetDatabase operations and are not part of Unity's Undo system.

create_prefab

Save a GameObject as a prefab asset at a project path; the source becomes a connected instance.

Parameter Required Default Description
source yes – Reference to the source GameObject to save as a prefab (globalId/path/guid/instanceId/hierarchyPath).
path yes – Prefab asset path relative to the authoring root (the Assets/ prefix is optional and the .prefab extension is added if missing). e.g. Prefabs/Enemy or Prefabs/Enemy.prefab

Returns: AuthoringResult Notes: Scene-side effects are Undo-able; the prefab asset write is not undoable.

instantiate_prefab

Instantiate a prefab asset into a loaded scene and return the created instance.

Parameter Required Default Description
prefab yes – Reference to the prefab asset to instantiate (path/guid/globalId).
scene_path no – Optional path of a loaded scene to instantiate into; defaults to the active scene.
name no – Optional name for the created instance; defaults to the prefab name.

Returns: AuthoringResult Notes: Undo-able.

create_prefab_variant

Create a prefab variant asset that inherits from a base prefab.

Parameter Required Default Description
base yes – Reference to the base prefab asset (path/guid/globalId).
path yes – Variant prefab asset path relative to the authoring root (.prefab added if missing).

Read the full file on GitHub · 85 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 23d ago First seen · 85 lines · 0 tokens per session scan A cc46a181aea8

Subscribe to this mod's changes

prefabs is a command published in the GitHub repository Alex-Rachel/TEngine (2,379 stars, last pushed 24d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,052 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-23.