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Manage Prefabs — create, instantiate, apply overrides, unpack, find instances, edit prefab assets, and create variants.
Passed 20 of 21 test cases with the skill, and 3 of 21 without it.
and 23 more in the full report
17 fixed3 passed either way1 still failing0 broke3 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 17 test cases the skill fixed. Same model, same prompt, with and without the skill.
I need to place a single streetlight from 'Assets/Prefabs/Props/Streetlamp.prefab' into the active scene at coordinates (10, 0, -5) with the name 'Lamp_East'. What is the appropriate invocation?
| Checked | Without skill | With skill |
|---|---|---|
| Calls `prefab_instantiate` with the target prefab asset path. | Missed | Passed |
| Passes local position coordinates (10, 0, -5) for the new instance. | Passed | Passed |
The instructions your model reads when the skill loads.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
BATCH-FIRST: Use
prefab_instantiate_batchwhen spawning 2+ prefab instances.
Approval 模式下本模块为 Mixed —— 只读 skill prefab_get_overrides / prefab_find_instances(标 ReadOnly = true, Mode = SkillMode.SemiAuto)可直接执行;其余 9 个写类 skill (prefab_create / prefab_instantiate / prefab_instantiate_batch / prefab_apply / prefab_unpack / prefab_revert_overrides / prefab_apply_overrides / prefab_create_variant / prefab_set_property) 为 SkillMode.FullAuto,需用户 grant 单次执行返结果。Auto / Bypass 直接执行。本模块不含 NeverInSemi 高危 skill(无 Delete / PlayMode / Reload)。
DO NOT (common hallucinations):
prefab_create_from_object does not exist → use prefab_create (takes scene object name/instanceId and savePath)prefab_spawn does not exist → use prefab_instantiateprefab_edit / prefab_modify do not exist → use prefab_set_property (edit prefab asset directly) or instantiate, modify, then prefab_applyprefab_save does not exist → use prefab_apply (applies instance changes to source prefab)Routing:
component module skills, then prefab_applyprefab_set_property (this module)prefab_find_instances (this module)| Single Object | Batch Version | Use Batch When |
|---|---|---|
prefab_instantiate | prefab_instantiate_batch | Spawning 2+ instances |
No batch needed:
prefab_create - Create prefab from scene objectprefab_apply - Apply instance changes to prefabprefab_unpack - Unpack prefab instanceprefab_get_overrides - Get instance overridesprefab_revert_overrides - Revert to prefab valuestest cases passed, vs 3 / 21 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.