assets-prefab-save

assets-prefab-save is a skill for Claude Code from IvanMurzak/Unity-MCP. It costs 37 tokens per session (737 once invoked), scanned A, original, Apache-2.0.

A Unity prefab editing tool that saves changes from the currently open prefab editing stage back to the prefab asset.

In plain words
What is it for?
Use it after opening and editing a prefab to save the current contents as the project asset.
Why use it?
It preserves edits made to a reusable object without requiring you to leave prefab editing mode.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it after opening and editing a prefab to save the current contents as the project asset.

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Install with agentmods
npx agentmods add skills/ivanmurzak/unity-mcp/assets-prefab-save
About the project

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.

IvanMurzak/Unity-MCP · 4,198 stars · on GitHub · ai-game.dev

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.

Any agent
npx skills add IvanMurzak/Unity-MCP --skill assets-prefab-save
Clone the repo
git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP

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 assets-prefab-save

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/assets-prefab-save.svg)](https://agentmods.dev/skills/ivanmurzak/unity-mcp/assets-prefab-save)
Your own site
<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/assets-prefab-save"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/assets-prefab-save.svg" alt="Measured on agentmods" height="20"></a>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 737 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. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium MCP Rug Pull · line 37
    npx commands without a version suffix (e.g. @1.0.0) create a rug-pull risk if the upstream server is compromised and publishes a malicious update.
    Fix: Pin the version: npx @scope/[email protected]
How audits are shown
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 $0.00037 $0.00737
Opus 5 $0.00018 $0.00368
Sonnet 5 $0.00007 $0.00147
Haiku 4.5 $0.00004 $0.00074

Measured 8d ago against content hash 55e1b2a7a1fe, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

assets-prefab-save 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 8d 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.

Unity-MCP-Plugin/.claude/skills/assets-prefab-save/SKILL.md · 108 lines

How it starts

The opening of the file, as written. The whole thing — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

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:

unity-mcp-cli run-tool assets-prefab-save --input-file args.json

Or pipe via stdin (recommended):

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

{
  "type": "object",
  "properties": {
    "nothing": {
      "type": "string"
    }
  }
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.AssetObjectRef",
      "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    }
  },
  "$defs": {
    "System.Type": {
      "type": "string"
    },
    "AIGD.AssetObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    }
  },
  "required": [
    "result"
  ]
}

Read the full file on GitHub · 108 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. 8d ago First seen · 108 lines · 37 tokens per session scan A 55e1b2a7a1fe

Subscribe to this mod's changes

assets-prefab-save is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,198 stars, last pushed 3d ago), licensed Apache-2.0. It adds 37 tokens to every session and 737 once invoked, about $0.0002 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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