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assets-material-create

Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid `shaderName`.

58

Quality

66%

Does it follow best practices?

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

Quality

Content

67%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 actionable and clearly structured for a single-purpose tool, with a ready-to-run CLI command and full input/output schemas. Its main weakness is redundancy — inputs appear three times — which slightly hurts conciseness.

Suggestions

Remove one of the three input representations (Inputs bullets, Input table, or Input JSON Schema) to reduce redundancy.

Replace the 'string_value' placeholders in the example command with a realistic assetPath and shaderName pair so it is truly copy-paste runnable.

Add a brief verification note (e.g., check the returned AssetObjectRef or list the asset) after the call to close the workflow loop.

DimensionReasoningScore

Conciseness

Mostly efficient but the same inputs are stated three times (Inputs bullets, Input table, Input JSON Schema) and the opening summary repeats the frontmatter description, so it could be tightened.

3 / 5

Actionability

Provides a concrete, mostly executable `unity-mcp-cli run-tool` command plus file/stdin variants and troubleshooting; the only minor gap is the use of 'string_value' placeholders rather than a real example values pair.

4 / 5

Workflow Clarity

The single action is unambiguous with inputs, Behavior (including throw conditions), and output schema clearly specified; minor gap is the absence of any guidance to verify the created asset after the call.

4 / 5

Progressive Disclosure

Content is well-organized into clear sections (Inputs, Behavior, How to Call, Troubleshooting, Input/Output schemas) with no nested references and no bundle files needed; minor organization gaps from the duplicated input representations.

4 / 5

Total

15

/

20

Passed

Description

66%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 is specific and well-scoped to a single Unity tool with good trigger terms, but it omits an explicit 'when to use' trigger clause, capping completeness. It is concise and distinct within its domain.

Suggestions

Add an explicit trigger clause such as 'Use when the user asks to create a new Material asset in a Unity project.'

Mention common user phrasings like 'make a material' or 'add a .mat file' to broaden trigger term coverage.

Clarify that the shader must already exist before calling this tool to set expectations on the dependency.

DimensionReasoningScore

Specificity

Lists several concrete actions — 'Create a new Material asset with default parameters', path constraint 'ending in .mat', 'Creates intermediate folders if missing', and resolving shaderName — with only minor gaps in coverage for a single-purpose tool.

4 / 5

Completeness

Has a clear 'what' (create material at a constrained path, make folders, resolve shader) but no 'Use when...' trigger clause — the 'Use assets-shader-list-all' phrase is a dependency hint, not a usage trigger, so completeness caps at 3 per the guideline.

3 / 5

Trigger Term Quality

Includes natural Unity terms a user would say ('Material asset', 'shaderName') plus the '.mat' file extension and 'Assets/' path prefix; a few synonyms are missing but keyword coverage is good.

4 / 5

Distinctiveness Conflict Risk

The 'Create a new Material asset ... ending in .mat' niche is mostly distinct with minimal conflict risk; only minor overlap with related Unity asset-creation skills.

4 / 5

Total

15

/

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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