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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.

55

Quality

61%

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

Quality

Content

63%Weight 40%Scale 1-5

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

The body is an actionable, well-sectioned tool reference with executable CLI examples and complete schemas, but it inlines two bulky JSON schemas that would be better placed in a references file and repeats the path syntax in multiple places.

Suggestions

Move the full Input/Output JSON schemas into a references/ file (e.g. SCHEMAS.md) and link to it from the body to improve progressive disclosure and token efficiency.

De-duplicate the path syntax: define it once in the Path syntax section and reference it from the Input table and viewQuery description instead of repeating it.

Replace the placeholder 'string_value' in the How to Call example with a realistic assetRef object so the example is immediately runnable.

DimensionReasoningScore

Conciseness

Prose sections are lean and assume Claude's competence, but the path syntax is described three times (Path syntax section, Input table, and inside the ViewQuery schema) and both full JSON schemas are inlined, making it 'mostly efficient with some unnecessary/redundant content' rather than fully lean.

3 / 5

Actionability

Provides concrete, copy-paste-ready bash invocations (run-tool with --input, --input-file, and stdin pipe) plus full input/output schemas — 'mostly executable guidance' with the minor gap that the example uses placeholder 'string_value' rather than a realistic assetRef.

4 / 5

Workflow Clarity

The single tool call is unambiguous and the assets-find prerequisite is stated, giving a clear sequence; it stops short of 5 only because there is no explicit validation/checkpoint (e.g. confirming the asset was found before reading), though the read-only nature means the destructive-validation cap does not apply.

4 / 5

Progressive Disclosure

Section headers organize the doc, but the large input and output JSON schemas are inlined directly in SKILL.md with no bundle files (references/scripts/assets are absent), so reference material that belongs in a separate file is inline, fitting the 'some structure but could be better organized' anchor.

3 / 5

Total

14

/

20

Passed

Description

58%Weight 40%Scale 1-5

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 clearly states what the skill does and names several concrete capabilities, but omits an explicit 'Use when...' trigger clause, capping completeness and trigger-term quality. It is reasonably distinct from the related assets-find skill.

Suggestions

Add an explicit trigger clause, e.g. 'Use when retrieving serialized field/property values from a Unity asset (Material, ScriptableObject, Prefab, etc.)'.

Include natural synonyms and file extensions users might say, such as .asset, .prefab, .mat, or 'inspect Unity asset'.

Move the 'Use assets-find to find the asset first' prerequisite into the body so the description can focus on what/when.

DimensionReasoningScore

Specificity

Names the domain (Unity asset files) and several concrete capabilities — 'every serializable field and property' and 'token-saving path-scoped reads via paths or viewQuery' — with only minor coverage gaps, fitting the 'lists several specific actions' anchor rather than the fully comprehensive 5.

4 / 5

Completeness

The 'what' is clear ('Get asset data ... every serializable field and property') but there is no 'Use when...' trigger clause — 'Use assets-find to find the asset first' is a prerequisite, not a usage trigger, so per the guideline a missing explicit trigger caps completeness at 3.

3 / 5

Trigger Term Quality

Natural terms like 'asset data', 'asset file', and 'Unity project' are present, but common variations/synonyms (e.g. .asset/.prefab/.mat, 'inspect asset') are missing and the string leans on technical jargon (viewQuery, Reflector), matching the 'some relevant keywords but missing common variations' anchor.

3 / 5

Distinctiveness Conflict Risk

The Unity asset-data niche with path-scoped reads is mostly distinct from sibling skills, with only minor overlap risk against the closely related assets-find, fitting the 'mostly distinct; minor overlap risk' anchor rather than the clearly-niched 5.

4 / 5

Total

14

/

20

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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