--- name: assets-prefab-open description: Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done. --- # Assets / Prefab / Open Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode. ## Inputs - `gameObjectRef` — reference to a scene prefab instance OR a prefab asset GameObject. The tool resolves the prefab asset path via `PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot` and opens the appropriate prefab stage. ## Behavior Asset-side GameObjects open via the simple `OpenPrefab(path)` overload. Scene-instance GameObjects open via `OpenPrefab(path, gameObject)` so the editor remembers which instance prompted the edit. Editor windows are repainted before returning. Throws when the GameObject cannot be resolved or the stage fails to open. ## How to Call ```bash unity-mcp-cli run-tool assets-prefab-open --input '{ "gameObjectRef": "string_value" }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-prefab-open --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-prefab-open --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 | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | GameObject that represents prefab instance of an original prefab GameObject. | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" } }, "$defs": { "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$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": "Find GameObject in opened Prefab or in the active Scene." } }, "required": [ "gameObjectRef" ] } ``` ## Output This tool does not return structured output.