prefab-workflow

prefab-workflow is a skill for Claude Code, Codex from TheArcForge/UniClaude. It costs 35 tokens per session (754 once invoked), scanned A, original, MIT.

A guide to creating and editing Unity prefabs, which are reusable saved game-object templates, through editor tools. It covers saving objects as prefabs, changing their properties, and creating variants.

In plain words
What is it for?
Use it to turn scene objects into prefab assets, make one or many property changes, edit prefab contents, and save prefab instances correctly.
Why use it?
It helps keep prefab changes organized and avoids inefficient editing sequences or unsaved scene changes.

Skill for Claude CodeCodex

Part of the uniclaude plugin — 11 skills shipped together

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/thearcforge/uniclaude/prefab-workflow
Any agent
npx skills add TheArcForge/UniClaude --skill prefab-workflow
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/UniClaude

Made for: Claude Code, Codex.

Or install uniclaude, the plugin that ships this one along with the rest of its 11 skills.

Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 754 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 $0.00035 $0.00754
Opus 5 $0.00017 $0.00377
Sonnet 5 $0.00007 $0.00151
Haiku 4.5 $0.00003 $0.00075

Measured 3d ago against content hash 34b7030af041, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

prefab-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 3d 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.

Sidecar~/skills/prefab-workflow/SKILL.md · 93 lines

How it starts

The opening of the file, as written. The whole thing — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Prefab Workflow with MCP Tools

Efficient tool sequences for prefab operations.

GOAL: Create a Prefab from Scene Objects

Approach:

  1. Build the object in the scene first (easier to iterate).
  2. Once satisfied, save as prefab asset.
  3. The scene instance becomes a prefab instance automatically.

Tool sequence:

  • Build in scene using scene_create_gameobject, component_add, etc.
  • prefab_create — save scene object as prefab at target path.

Common mistakes:

  • Creating parent directories manually — prefab_create handles this.
  • Forgetting to save the scene after creating the prefab (scene now has a prefab instance).

GOAL: Edit a Prefab's Properties

Two approaches depending on scope:

Single property change (atomic):

  • prefab_edit_property — load, edit one property, save. One tool call.

Multi-step changes (session):

  • prefab_open_editing — opens prefab for editing, returns root path.
  • Use component_add, component_set_property, reference_set, etc. on the opened prefab's hierarchy.
  • prefab_save_editing — save and close.

Common mistakes:

  • Using prefab_edit_property for many changes (inefficient — opens/saves per call).
  • Forgetting prefab_save_editing (changes are lost).
  • Trying to use scene tools on a prefab without opening it for editing first.

GOAL: Create a Prefab Variant

Approach:

  1. Create variant from base prefab.
  2. Edit the variant's overriding properties.

Tool sequence:

  • prefab_create_variant — specify base prefab path and new variant path.
  • prefab_edit_property — override specific values on the variant.

Common mistakes:

  • Trying to remove components from a variant (not supported — can only add or override).
  • Creating deeply nested variants (Base → Variant → Variant) — fragile, avoid.

GOAL: Instantiate Prefabs into the Scene

Approach:

  1. Instantiate with optional parent.
  2. Position/configure the instance.

Tool sequence:

  • prefab_instantiate — create instance in scene, optionally parent it.
  • component_set_property on Transform — set position, rotation, scale.
  • reference_set — wire up any scene-specific references.

Read the full file on GitHub · 93 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. 3d ago First seen · 93 lines · 35 tokens per session scan A 34b7030af041

Subscribe to this mod's changes

prefab-workflow is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 35 tokens to every session and 754 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.