Unity-MCP assets-prefab-close
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
install
source · Clone the upstream repo
git clone https://github.com/IvanMurzak/Unity-MCP
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/IvanMurzak/Unity-MCP "$T" && mkdir -p ~/.claude/skills && cp -r "$T/Unity-MCP-Plugin/.claude/skills/assets-prefab-close" ~/.claude/skills/ivanmurzak-unity-mcp-assets-prefab-close && rm -rf "$T"
manifest:
Unity-MCP-Plugin/.claude/skills/assets-prefab-close/SKILL.mdsource content
Assets / Prefab / Close
How to Call
unity-mcp-cli run-tool assets-prefab-close --input '{ "save": false }'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-prefab-close --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-prefab-close --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 |
|---|---|---|---|
| | No | True to save prefab. False to discard changes. |
Input JSON Schema
{ "type": "object", "properties": { "save": { "type": "boolean" } } }
Output
Output JSON Schema
{ "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.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." } }, "$defs": { "System.Type": { "type": "string" }, "com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef": { "type": "object", "properties": { "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'." }, "assetType": { "$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" ] }