--- name: assets-prefab-save description: Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first. --- # Assets / Prefab / Save Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first. ## Behavior Calls `PrefabUtility.SaveAsPrefabAsset` on the current prefab stage's contents root, clears the stage's dirtiness flag, repaints editor windows, and returns an `AssetObjectRef` to the saved prefab. Throws when no prefab stage is currently open. ## How to Call ```bash unity-mcp-cli run-tool assets-prefab-save --input '{ "nothing": "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-save --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-prefab-save --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 | |------|------|----------|-------------| | `nothing` | `string` | No | | ### Input JSON Schema ```json { "type": "object", "properties": { "nothing": { "type": "string" } } } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/AIGD.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." } }, "$defs": { "System.Type": { "type": "string" }, "AIGD.AssetObjectRef": { "type": "object", "properties": { "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'." }, "assetType": { "$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" ] } ```