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unity_asset_create_prefab

Create a prefab from an existing GameObject in a Unity scene by specifying the object's hierarchy path and a save location. This tool automates prefab creation, solving the need for manual asset setup.

Instructions

Create a prefab from an existing GameObject in the scene.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameObjectPathYesPath of the source GameObject in the hierarchy
savePathYesWhere to save the prefab (e.g. 'Assets/Prefabs/MyPrefab.prefab')
portNoTarget Unity instance port for parallel-safe routing. Get this from unity_select_instance. When working with multiple Unity instances, ALWAYS include this parameter.
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the full burden. It reveals the tool creates a prefab (a write operation), but doesn't disclose side effects (e.g., overwriting existing files, asset database refresh) or whether it requires an active Unity instance. The 'port' parameter's note about parallel-safe routing is a positive behavioral hint.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single sentence front-loading the core purpose. It's concise and clear, though the port parameter note could be integrated more naturally.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description is adequate for a simple create operation with good schema coverage and no output schema. However, it lacks details about overwrite behavior, required permissions, or error conditions, which would improve completeness.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, but the description adds value by explaining the 'port' parameter's purpose and mandatory usage in multi-instance scenarios. This goes beyond the schema's minimal description, helping the agent understand when to provide it.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb-resource combination ('Create a prefab from an existing GameObject in the scene'), clearly identifying what the tool does. It distinguishes itself from siblings like 'unity_asset_instantiate_prefab' (which creates from prefab) and 'unity_gameobject_create' (which creates empty GameObject).

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implies usage (when you have a GameObject and want to make it a prefab), but provides no explicit guidance on when not to use it or alternatives. For example, it doesn't mention that existing prefabs can be overwritten or that the path must be within Assets.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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