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.
Scanned 9/4/2026
Install to Claude Code
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---
name: assets-prefab-close
description: 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.
---
# Assets / Prefab / Close
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.
## Inputs
- `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`.
## Behavior
Throws when no prefab stage is currently open. Returns an `AssetObjectRef` for the closed prefab asset.
## How to Call
```bash
unity-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
> ```
### Troubleshooting
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.
## Input
| Name | Type | Required | Description |
|------|------|----------|-------------|
| `save` | `boolean` | No | True to save prefab. False to discard changes. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"save": {
"type": "boolean"
}
}
}
```
## Output
### Output JSON Schema
```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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