Unity-MCP connects AI coding agents to the Unity game engine through MCP, letting them work with the Unity Editor and running games. It is used by game developers to generate code, automate development and testing, debug projects, and add AI-driven behavior to games. The catalogue entries provide skills, instructions, an MCP integration, and settings for operating this workflow.
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.
npx agentmods add skills/ivanmurzak/unity-mcp/assets-prefab-createnpx skills add IvanMurzak/Unity-MCP --skill assets-prefab-creategit clone --depth 1 https://github.com/IvanMurzak/Unity-MCPWrote 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.
[](https://agentmods.dev/skills/ivanmurzak/unity-mcp/assets-prefab-create)<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/assets-prefab-create"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/assets-prefab-create.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00064 | $0.01625 |
| Opus 5 | $0.00032 | $0.00813 |
| Sonnet 5 | $0.00013 | $0.00325 |
| Haiku 4.5 | $0.00006 | $0.00162 |
Grade A, and why
assets-prefab-create 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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 171 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Assets / Prefab / Create
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Creates folders recursively if they do not exist. If the source GameObject is already a prefab instance and 'connectGameObjectToPrefab' is true, a Prefab Variant is created automatically. To create a Prefab Variant from an existing prefab asset, provide 'sourcePrefabAssetPath' instead of 'gameObjectRef'. Use 'gameobject-find' tool to find the target GameObject first.
Inputs (mutually exclusive sources)
prefabAssetPath— required. Must start withAssets/and end with.prefab.gameObjectRef— scene GameObject to convert (or to seed a Prefab Variant from when it is already a prefab instance).sourcePrefabAssetPath— existing prefab asset to seed a Prefab Variant from. Cannot be combined withgameObjectRef.connectGameObjectToPrefab(defaulttrue) — when sourcing from a scene GameObject, connect the scene object to the new prefab asset (becoming a prefab instance). Ignored forsourcePrefabAssetPath(always creates a variant).
Behavior
Creates intermediate folders along prefabAssetPath if they don't already exist. Returns an AssetObjectRef pointing at the new prefab asset.
How to Call
unity-mcp-cli run-tool assets-prefab-create --input '{
"prefabAssetPath": "string_value",
"gameObjectRef": "string_value",
"sourcePrefabAssetPath": "string_value",
"connectGameObjectToPrefab": false
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-prefab-create --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-prefab-create --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.
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.
- 6d ago First seen · 171 lines · 64 tokens per session scan A 643044dcdafb
assets-prefab-create is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,177 stars, last pushed yesterday), licensed Apache-2.0. It adds 64 tokens to every session and 1,625 once invoked, about $0.0003 per session on Opus 5. 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 2026-08-30.
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