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| 1 | +# CreatePrefabTool – Brownfield Addition |
| 2 | + |
| 3 | +## User Story |
| 4 | + |
| 5 | +As a **Unity game developer**, |
| 6 | +I want an **AI-driven CreatePrefabTool that automatically generates a prefab from a newly created C# `MonoBehaviour` script and updates its serialized fields**, |
| 7 | +So that **I can set up gameplay entities (e.g., player, enemy, spawner) rapidly without repetitive manual steps**. |
| 8 | + |
| 9 | +## Story Context |
| 10 | + |
| 11 | +**Existing System Integration:** |
| 12 | +- Integrates with: *Unity MCP* (C# Editor tools & Node.js server) |
| 13 | +- Technology: *Unity 2022.3+, TypeScript/Node 18+* |
| 14 | +- Follows pattern: *Existing MCP tool architecture (C# `McpToolBase` & TS wrapper)* |
| 15 | +- Touch points: |
| 16 | + - `Editor/Tools/` → new `CreatePrefabTool.cs` |
| 17 | + - `Server~/src/tools/` → new `createPrefabTool.ts` |
| 18 | + - `Server~/src/index.ts` tool registration |
| 19 | + - Asset path: `Assets/Prefabs/<name>.prefab` |
| 20 | + |
| 21 | +## Acceptance Criteria |
| 22 | + |
| 23 | +### Functional Requirements |
| 24 | +1. Given a fully-compiled C# script name and desired prefab name, invoking the MCP tool **creates** a prefab under `Assets/Prefabs/` with the script component attached. |
| 25 | +2. Tool accepts an optional JSON object of *serialized field values* and applies them to the prefab instance. |
| 26 | +3. Tool returns the prefab asset path on success. |
| 27 | + |
| 28 | +### Integration Requirements |
| 29 | +4. Existing MCP tools continue to operate unchanged. |
| 30 | +5. New tool conforms to standard MCP JSON request/response schema. |
| 31 | +6. Prefab creation works both via CLI (`stdio` transport) and future Web transport. |
| 32 | + |
| 33 | +### Quality Requirements |
| 34 | +7. No console errors/warnings after prefab generation. |
| 35 | +8. Prefab asset passes Unity import/refresh without issues. |
| 36 | +9. Documentation for the tool is updated (`README` & prompt). |
| 37 | + |
| 38 | +## Technical Notes |
| 39 | +- **Integration Approach:** Use `PrefabUtility.SaveAsPrefabAsset` after creating a temporary `GameObject` with the script component. |
| 40 | +- **Existing Pattern Reference:** Mirror structure of `AddAssetToSceneTool.cs` & its TS wrapper. |
| 41 | +- **Key Constraints:** Runs in **Unity Editor** context only; requires compiled script (assembly reload complete). |
| 42 | + |
| 43 | +## Definition of Done |
| 44 | +- [x] Functional requirements met (1-3) |
| 45 | +- [x] Integration requirements verified (4-6) |
| 46 | +- [x] No console errors; Unity refresh clean (7-8) |
| 47 | +- [x] Documentation updated (9) |
| 48 | +- [ ] PR reviewed & merged |
| 49 | + |
| 50 | +## Minimal Risk Assessment |
| 51 | +| Item | Description | |
| 52 | +|------|-------------| |
| 53 | +| **Primary Risk** | Script not yet compiled when tool runs → prefab lacks component | |
| 54 | +| **Mitigation** | Detect missing type & retry after assembly reload or return informative error | |
| 55 | +| **Rollback** | Delete generated prefab asset | |
| 56 | + |
| 57 | +## Compatibility Verification Checklist |
| 58 | +- [x] No breaking changes to existing MCP APIs. |
| 59 | +- [x] Prefab path is additive; does not overwrite existing assets without confirmation. |
| 60 | +- [x] Performance impact negligible (< 100 ms per prefab). |
| 61 | + |
| 62 | +## Validation Checklist |
| 63 | +- [x] Story can be completed within one development session (~4 hrs). |
| 64 | +- [x] Integration approach is straightforward, mirrors existing patterns. |
| 65 | +- [x] Acceptance criteria are testable via manual invocation. |
| 66 | +- [x] Rollback is simple (delete asset). |
| 67 | + |
| 68 | +## Success Criteria |
| 69 | +1. ✅ Prefab is created automatically with the correct component and serialized values. |
| 70 | +2. ✅ Developer workflow is reduced to one MCP call. |
| 71 | +3. ✅ No regressions in existing MCP functionality. |
| 72 | +4. ✅ Clear docs allow any dev to use the tool immediately. |
| 73 | + |
| 74 | +## Important Notes |
| 75 | +- If additional complexity (multi-prefab generation, asset dependencies) arises, escalate to **brownfield-create-epic**. |
| 76 | +- Preserve existing folder structure; do not hard-code absolute paths. |
| 77 | +- Prioritize developer ergonomics and clear error messages. |
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