guide

A reference guide and tool set for checking and repairing broken links in Unity project files such as Prefabs, Scenes, and Assets. Unity is a game development tool, and Prefabs are reusable groups of game objects.

In plain words
What is it for?
It helps inspect missing GUID or file references, compare Prefab Variants with their base Prefabs, and preview property changes before confirming them. Applying repairs and verifying edits requires an Editor Bridge connection.
Why use it?
It helps find missing asset links, incorrect connections, and changes inherited between Prefab versions before edits are applied. Read-only checks and previews can be used without setting up the editing connection.

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/tyunta/prefab-sentinel/guide
Any agent
npx skills add tyunta/prefab-sentinel --skill guide
Clone the repo
git clone --depth 1 https://github.com/tyunta/prefab-sentinel

Made for: Claude Code, Codex.

Per session 227 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,654 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 $0.00227 $0.04654
Opus 5 $0.00113 $0.02327
Sonnet 5 $0.00045 $0.00931
Haiku 4.5 $0.00023 $0.00465

Measured 2d ago against content hash 24e5b4604bd4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

guide 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/guide/SKILL.md · 179 lines

How it starts

The opening of the file, as written. The whole thing — 179 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity プロジェクトで Prefab / Scene / Asset の検査・編集・参照修復を行う MCP ツールリファレンス。

MCP ツールとして呼び出す(CLI は v0.4.0 で廃止済み)。Plugin 導入時はホスト(Claude Code / Codex CLI)が MCP サーバーを自動起動するため、このスキルが使える時点でツールは接続済み。

書き込みの実適用・実行検証・editor_* ツールを使うには Editor Bridge のセットアップが必要 → Unity Bridge セットアップ。read-only 検査・dry-run だけならセットアップ不要。

30 秒で動く 3 つの例

最短経路。UNITYTOOL_BRIDGE_WATCH_DIR 等の Editor Bridge 環境変数は read-only 経路では不要(broken-reference 検出と Variant 差分は YAML 直読みで完結する)。activate_project はセッションで最初に 1 回呼び、scope(必須)と Unity プロジェクトルート(project_root、任意)を宣言する。

(1) 壊れた参照を検出するvalidate_refs で broken GUID / fileID を構造化応答で取り出す。

activate_project(scope="Assets/<feature>", project_root="/path/to/unity/project")
validate_refs(scope="Assets/<feature>")

返ってきた envelope の data.unique_missing_asset_guids が空配列なら OK、要素があれば未解決 GUID の集合(重複排除済み)。data.broken_occurrences に発生回数。

(2) Variant の override を可視化するinspect_variant で base からの差分のみを取り出す。

inspect_variant(asset_path="Assets/<feature>/Variants/Foo.prefab", show_origin=True)

各 override に origin_path / origin_depth が付き、どの prefab(Base / Mid / Leaf)が値を確定したかを追える。

(3) 編集を dry-run でプレビューするset_propertyconfirm=False で差分だけ取り出す(書き込まない)。

set_property(
  asset_path="Assets/<feature>/Foo.prefab",
  symbol_path="CharacterBody/MeshRenderer",
  property_path="m_StaticBatchInfo.firstSubMesh",
  value=2,
  confirm=False,
)

symbol_path は GameObject パス + 末尾コンポーネント名でコンポーネント自体を指す(asset_pathsymbol_path は常に別引数)。severitydata.diff を読んで意図通りなら confirm=True + 非空 change_reason で再呼び出し。change_reason を欠くと CHANGE_REASON_REQUIRED で拒否される。

最初に困ったらこの 3 ツール

どこから手をつけるか迷ったらここから。各ツールは read-only で副作用なし。

  • validate_refs — broken GUID / fileID を全件検出する起点。scope 引数でスコープを宣言する。<scope>/config/ignore_guids.txt があれば auto-load される。
  • inspect_wiring — MonoBehaviour フィールドの配線(null / fileID 不整合 / 重複参照)を分析する。script_filter で特定の script class に絞れる。
  • inspect_hierarchy — GameObject の階層ツリーをコンポーネント注釈付きで読む。expand_monobehaviour=true でスクリプトクラス名を展開する。

Read the full file on GitHub · 179 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 · 179 lines · 227 tokens per session scan A 24e5b4604bd4

Subscribe to this mod's changes

guide is a skill published in the GitHub repository tyunta/prefab-sentinel (11 stars, last pushed 17d ago), licensed MIT. It adds 227 tokens to every session and 4,654 once invoked, about $0.0011 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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