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assets-prefab-create

Create a prefab from a GameObject in the active Unity scene. Specify the save path and source reference, and optionally replace the GameObject with the prefab.

Instructions

Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
prefabAssetPathYesSave path for the new prefab. Example: "Assets/Prefabs/MyPrefab.prefab"
gameObjectRefYesSource GameObject reference. SCHEMA: {"name":"ObjectName"} or {"instanceID":12345} or {"path":"hierarchy/path"}
replaceGameObjectWithPrefabNoIf true, the prefab will replace the GameObject in the scene.true
Behavior3/5

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

No annotations provided, so description carries full burden. It describes the creation and saving behavior, and mentions the replace option. However, it doesn't disclose whether it overwrites existing prefabs, requires permissions, or returns a reference. The description is adequate but not exhaustive.

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

Conciseness5/5

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

Two clear sentences, front-loaded with the action. Every sentence adds value. No redundancy.

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

Completeness4/5

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

For a creation tool with 3 params and no output schema, the description covers the main purpose, prerequisite, and replace option. It lacks detail on overwrite behavior and error cases, but is reasonably complete given the tool's simplicity.

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

Parameters3/5

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

Input schema has 100% coverage, so baseline 3. The description adds context by referencing gameobject-find for the gameObjectRef parameter, but does not add significant detail beyond the schema descriptions.

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

Purpose5/5

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

Clearly states it creates a prefab from a GameObject in the active scene, distinguishing it from sibling tools like assets-prefab-instantiate. The verb 'create' and resource 'prefab from GameObject' are specific and unambiguous.

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

Usage Guidelines4/5

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

Explicitly advises to use 'gameobject-find' first, providing a clear prerequisite. It doesn't state when not to use, but the sibling context (e.g., assets-prefab-instantiate) implies the direction.

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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