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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-09 | ✗→✓ | ▲ Improved | -21% | 0% |
| case-19 | ✗→✓ | ▲ Improved | -38% | 0% |
| case-01 | ✗→✓ | ▲ Improved | -49% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -37% | 0% |
| case-03 | ✗→✓ | ▲ Improved | -24% | 0% |
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.
bashunity-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: > bash > unity-mcp-cli run-tool assets-prefab-close --input-file args.json > > > Or pipe via stdin (recommended): > bash > 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.
| Name | Type | Required | Description | |------|------|----------|-------------| | save | boolean | No | True to save prefab. False to discard changes. |
json{ "type": "object", "properties": { "save": { "type": "boolean" } } }
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" ] }
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