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assets-get-data

Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first.

58

Quality

66%

Does it follow best practices?

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SecuritybySnyk

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/assets-get-data/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

65%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is highly actionable with executable commands and complete schemas, and is well-structured into clear sections. Its weaknesses are redundancy between the input table and schema, an implicit find→get parameter handoff, and large inline schemas that could be offloaded to reference files.

Suggestions

Remove the redundancy between the input table and the input JSON schema (keep one authoritative source for field descriptions).

Make the find→get handoff explicit, e.g. a short numbered note that assets-find returns the instanceID/assetPath used as assetRef.

Move the large input/output JSON schemas into reference files (e.g. references/input-schema.json) and link to them from the body.

DimensionReasoningScore

Conciseness

Mostly efficient with no concept-fluff, but the input table duplicates the JSON schema field descriptions, path syntax is stated twice, and three CLI invocation variants are shown. It is not 1 because nothing pads known concepts, and not 3 because the redundancy could be tightened.

2 / 3

Actionability

Provides fully executable CLI commands, complete input/output JSON schemas, and concrete path/query examples ("users/[2]/name", "orbit.*") that are copy-paste ready. It is not 2 because the guidance is executable and complete, not pseudocode.

3 / 3

Workflow Clarity

The find-then-get dependency is stated in prose but the parameter handoff (assets-find output feeding the required instanceID) is implicit rather than an explicit checkpoint. It is not 1 because the prerequisite is stated, and not 3 because the two-tool sequence is not explicitly connected.

2 / 3

Progressive Disclosure

Sections are well-organized with one signaled external skill reference (/unity-initial-setup), but ~150 lines of inline input/output JSON schemas are content that could live in separate reference files and no bundle files exist. It is not 1 because structure is clear, and not 3 because large inline API reference is not split out per the anchor-2 example.

2 / 3

Total

9

/

12

Passed

Description

67%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is specific and well-differentiated within its Unity niche, with concrete actions and an explicit sibling-tool distinction. Its main gaps are the absence of an explicit usage trigger and a reliance on technical parameter jargon over natural user terms.

Suggestions

Add an explicit "Use when..." clause naming situations and user phrasings (e.g. inspecting a prefab, material, or ScriptableObject's fields).

Soften technical jargon by pairing parameter names (paths/viewQuery) with plain-language triggers users actually say.

Optionally note the output shape briefly (serialized fields/properties tree) so the description sets expectations for results.

DimensionReasoningScore

Specificity

Lists multiple specific concrete actions: "Get asset data... every serializable field and property", "path-scoped reads via `paths` or `viewQuery`", and "Use 'assets-find' to find the asset first". It is not 2 because more than one action is concretely named rather than just naming a domain.

3 / 3

Completeness

The "what" is clear, but there is no explicit "Use when..." trigger; "Use 'assets-find' to find the asset first" is a sequencing instruction, not a usage trigger, so per guideline completeness is capped at 2. It is not 1 because the what is explicitly stated, and not 3 because the when is missing.

2 / 3

Trigger Term Quality

Contains relevant natural terms ("asset data", "Unity project", "asset file") but leans technical with "path-scoped reads", `viewQuery`, and "serializable field and property", missing common natural variations a user would say. It is not 1 because real keywords are present, and not 3 because jargon crowds out fuller natural-term coverage.

2 / 3

Distinctiveness Conflict Risk

Occupies a clear Unity-asset-data niche and explicitly differentiates from the sibling find skill ("Use 'assets-find' to find the asset first"), making wrong-skill triggering unlikely. It is not 2 because the most similar skill is explicitly distinguished.

3 / 3

Total

10

/

12

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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