unity-diff-workflow

A workflow for comparing Unity project files such as prefabs, scenes, and assets, which store game objects and their settings. It highlights differences in components, values, and object hierarchy.

In plain words
What is it for?
Use it to compare two prefabs, inspect how one game object differs from another, review scene changes in a pull request, or compare a file with an older Git version.
Why use it?
Unity files can be difficult to compare as plain text, especially when checking changes between versions or branches. It makes changes easier to inspect, including overrides in prefab variants.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/luckynee/unity-prefab-parser-mcp/unity-diff-workflow
Any agent
npx skills add luckynee/unity-prefab-parser-mcp --skill unity-diff-workflow
Clone the repo
git clone --depth 1 https://github.com/luckynee/unity-prefab-parser-mcp

Made for: Claude Code, Codex.

Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 757 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00029 $0.00757
Opus 5 $0.00015 $0.00378
Sonnet 5 $0.00006 $0.00151
Haiku 4.5 $0.00003 $0.00076

Measured 2d ago against content hash d1bb8eb87a9f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-diff-workflow 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 2d 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.

skills/unity-diff-workflow/SKILL.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.

Skill: unity-diff-workflow

Use this skill when comparing Unity .prefab, .unity, or .asset files — across versions, variants, or branches.

When to use this skill

  • "What changed in this prefab?"
  • "How does EnemyBat differ from EnemyWolf?"
  • "What did this PR change in the scene?"
  • "Show me what the variant overrides from the base prefab"

Workflow

Comparing two separate prefabs

  1. parse_unity_file on file A with preset: "compact"
  2. parse_unity_file on file B with preset: "compact"
  3. Diff the two YAML outputs — focus on components, field values, hierarchy shape

Comparing a prefab variant to its base

Variants already show only their differences — no manual diff needed:

  1. parse_unity_file on the variant with preset: "compact"
  2. The output includes variant_of: BasePrefabName and modification markers:
    • # $ — field modified from base
    • # + — component or GameObject added
    • # - — component removed from base

Comparing across git branches/versions

  1. Parse the current version: parse_unity_file on the current file
  2. Parse the old version: git show <commit>:<path> to a temp file, then parse_unity_file on it
  3. Diff the two compact YAML outputs

Diff reading guide

Focus on these sections when diffing:

  • hierarchy — shape changes (added/removed GameObjects, reparenting)
  • components — added/removed component types per GameObject
  • Field values within components — value changes

Ignore noise:

  • lPos: (0, 0, 0), lScale: (1, 1, 1) — default transforms, omitted in compact
  • enabled: true — omitted in compact
  • Internal Unity fields (m_ObjectHideFlags, etc.) — always filtered

Token strategy for large diffs

For large prefabs or scenes, scope the diff:

  • Use componentWhitelist to compare only specific components:
    { "preset": "compact", "componentWhitelist": ["Rigidbody2D", "CircleCollider2D"] }
    
  • Use includeHierarchy: false to skip hierarchy and focus on component data:
    { "preset": "compact", "includeHierarchy": false }
    

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. 2d ago First seen · 85 lines · 29 tokens per session scan A d1bb8eb87a9f

Subscribe to this mod's changes

unity-diff-workflow is a skill published in the GitHub repository luckynee/unity-prefab-parser-mcp (2 stars, last pushed 3mo ago), licensed MIT. It adds 29 tokens to every session and 757 once invoked, about $0.0001 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 2026-08-31.

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