-
Notifications
You must be signed in to change notification settings - Fork 1.5k
Prefab stages integration #1013
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Changes from 1 commit
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -57,7 +57,7 @@ async def get_prefab_api_docs(_ctx: Context) -> MCPResponse: | |
| "workflow": [ | ||
| "1. Use manage_asset action=search filterType=Prefab to find prefabs", | ||
| "2. Use the asset path to access detailed data via resources below", | ||
| "3. Use manage_editor action=open_prefab_stage / save_prefab_stage / close_prefab_stage for prefab editing UI transitions" | ||
| "3. Use manage_prefabs action=open_prefab_stage / save_prefab_stage / close_prefab_stage for prefab editing UI transitions" | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fix contradictory prefab tool guidance in this resource payload. Line 60 correctly routes stage lifecycle to Suggested doc fix "related_tools": {
- "manage_editor": "Open/save/close prefab stages in the Unity Editor UI",
- "manage_prefabs": "Headless prefab inspection and modification without opening prefab stages",
+ "manage_editor": "Editor controls (play/pause/stop, active tool, tags/layers, package deploy/restore)",
+ "manage_prefabs": "Prefab stage lifecycle (open/save/close) and headless prefab inspection/modification",
"manage_asset": "Search for prefab assets, get asset info",
"manage_gameobject": "Modify GameObjects in open prefab stage",
"manage_components": "Add/remove/modify components on prefab GameObjects"
}Also applies to: 83-85 🤖 Prompt for AI Agents |
||
| ], | ||
| "path_encoding": { | ||
| "note": "Prefab paths must be URL-encoded when used in resource URIs", | ||
|
|
||
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
OpenPrefabStageaccepts bothprefabPathand thepathalias, but the validation error message only mentions'prefabPath' parameter is required. This is misleading for callers using the alias; consider updating the message to mention both accepted parameter names.