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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | -58% | 0% |
| case-04 | ✗→✓ | ▲ Improved | -16% | 0% |
| case-08 | ✗→✓ | ▲ Improved | -27% | 0% |
| case-09 | ✗→✓ | ▲ Improved | -45% | 0% |
| case-11 | ✗→✓ | ▲ Improved | -41% | 0% |
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.
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.
bashunity-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 >
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 | |------|------|----------|-------------| | nothing | string | No | |
json{ "type": "object", "properties": { "nothing": { "type": "string" } } }
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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