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Get Started Free →ivanmurzak/assets-prefab-close
Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.
Passed 22 of 22 test cases with the skill, and 8 of 22 without it.
and 12 more in the full report
14 fixed8 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 14 test cases the skill fixed. Same model, same prompt, with and without the skill.
In the returned asset reference JSON schema from closing a prefab stage, which field inside AIGD.AssetObjectRef is marked as required?
| Checked | Without skill | With skill |
|---|---|---|
| The response specifies that instanceID is the required field. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
save (default true) — when true, calls PrefabUtility.SaveAsPrefabAsset before exiting the stage; when false, the save is skipped. The prefab stage's dirtiness is always cleared at the end, so any unsaved changes are discarded when save is false.Throws when no prefab stage is currently open. Returns an AssetObjectRef for the closed prefab asset.
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
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.
test cases passed, vs 8 / 22 without
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