skills/unity-prefab/SKILL.md
Create, modify, duplicate, wire, inspect, and validate Unity prefabs through Unity MCP tools. MUST use for prefab creation, component setup, serialized field references, prefab variants or duplicates, asset path validation, and non-destructive prefab modification. Prefer explicit asset paths over ambiguous object names and preserve existing prefabs unless modification is requested.
npx skillsauth add cuozg/oh-my-skills unity-prefabInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Standardize safe prefab creation and modification through GameObject and asset inspection.
Use for:
Assets/Prefabs/Enemy.prefab.ManageGameObject(create/modify/add_component/set_component_property/get_components) for object setup and component wiring.ManageGameObject with save_as_prefab or prefab_path when creating prefabs.ManageAsset(GetInfo/Search/Duplicate/Move/Rename) for prefab existence, duplication, or asset management.ReadConsole or GetConsoleLogs after prefab or component changes.Assets/ and use descriptive names.Verify:
unity-code.unity-asset-generation.unity-scene-builder.unity-editor.Report prefab path, components added or changed, references assigned, validation evidence, and any manual inspector review recommended.
tools
Generate Unity raster image assets through Unity MCP: game sprites, item art, backgrounds, UI icons, portraits, concept images, transparent cutouts, image edits, upscales, background removal, and Unity scene or Game View screenshots. Use when a Unity project needs image files imported under Assets or screenshots captured from the editor. Do not use for meshes, audio, animation, materials, gameplay code, UI Toolkit layout, or generic non-Unity image generation.
tools
Create Unity technical solution documents from user requirements, feature ideas, bug goals, specs, or codebase problems. Use when the user asks for a technical approach, architecture, implementation strategy, solution options, feasibility analysis, system design, or "how should we build/fix this" for Unity runtime, Editor, tools, assets, data, UI, WebGL, SDKs, or production pipelines.
tools
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
development
Convert a spec document into an implementation TODO list in the same spec folder. U se when the user says goal-todo, todo from spec, generate tasks from spec, turn this spec into todos, create implementation checklist, extract tasks, or asks to read a Docs/Specs design doc and produce what must be implemented. Includes UI/UX review and codebase investigation before writing the checklist. Do not use for implementing the tasks, creating new goal files, writing test cases, or verifying completed work.