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    Prefab commands

    Commands covering the prefab lifecycle an agent needs to build content procedurally: saving a configured GameObject as a prefab asset, instantiating it into a scene, deriving a variant, applying/reverting instance overrides, unpacking, and editing prefab contents through the prefab stage. Asset paths are sandboxed to the authoring root; scene-side mutations are Undo-able, but prefab asset writes are AssetDatabase operations and are not part of Unity's Undo system.

    create_prefab

    Save a GameObject as a prefab asset at a project path; the source becomes a connected instance.

    Parameter Required Default Description
    source yes – Reference to the source GameObject to save as a prefab (globalId/path/guid/instanceId/hierarchyPath).
    path yes – Prefab asset path relative to the authoring root (the Assets/ prefix is optional and the .prefab extension is added if missing). e.g. Prefabs/Enemy or Prefabs/Enemy.prefab

    Returns: AuthoringResult Notes: Scene-side effects are Undo-able; the prefab asset write is not undoable.

    instantiate_prefab

    Instantiate a prefab asset into a loaded scene and return the created instance.

    Parameter Required Default Description
    prefab yes – Reference to the prefab asset to instantiate (path/guid/globalId).
    scene_path no – Optional path of a loaded scene to instantiate into; defaults to the active scene.
    name no – Optional name for the created instance; defaults to the prefab name.

    Returns: AuthoringResult Notes: Undo-able.

    create_prefab_variant

    Create a prefab variant asset that inherits from a base prefab.

    Parameter Required Default Description
    base yes – Reference to the base prefab asset (path/guid/globalId).
    path yes – Variant prefab asset path relative to the authoring root (.prefab added if missing).

    Returns: AuthoringResult Notes: Prefab asset write is not undoable.

    apply_prefab_overrides

    Apply a prefab instance's overrides back to its source prefab asset.

    Parameter Required Default Description
    instance yes – Reference to a prefab instance GameObject in a scene (instanceId/hierarchyPath/globalId).

    Returns: AuthoringResult Notes: Scene-side effects are Undo-able; the asset write is not. The instance's source prefab asset must live under the authoring root.

    revert_prefab_overrides

    Revert a prefab instance's overrides so it matches its source prefab asset.

    Parameter Required Default Description
    instance yes – Reference to a prefab instance GameObject in a scene (instanceId/hierarchyPath/globalId).

    Returns: AuthoringResult Notes: Undo-able.

    unpack_prefab

    Unpack a prefab instance into plain GameObjects (outermost level or completely).

    Parameter Required Default Description
    instance yes – Reference to a prefab instance GameObject in a scene (instanceId/hierarchyPath/globalId).
    completely no false If true, unpack all nested prefab levels (Completely); if false, only the outermost level (OutermostRoot).

    Returns: AuthoringResult Notes: Undo-able.

    save_prefab_contents

    Open a prefab asset in an isolated prefab stage, apply a declarative edit, and save it back (nested-prefab safe).

    Parameter Required Default Description
    prefab yes – Reference to the prefab asset to edit (path/guid/globalId).
    rename_child no – Optional child name (relative path under the root, e.g. 'Body/Head') to rename.
    new_name no – New name for the child identified by rename_child.
    set_active_child no – Optional child name (relative path under the root) whose active state to set.
    active no true Active state to apply when set_active_child is provided.

    Returns: AuthoringResult Notes: Prefab asset write (prefab-stage save) is not part of Unity's Undo system. The prefab asset must live under the authoring root.

    See Creating commands and Connectivity.

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