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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`.

60

Quality

75%

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 a well-organized, actionable single-purpose tool wrapper with complete call syntax, input/output schemas, and troubleshooting. Its weaknesses are structural redundancy (parameters documented three times, placeholder-only examples) rather than verbosity or missing guidance.

Suggestions

Consolidate the three overlapping input sections ('## Inputs', '## Input' table, '### Input JSON Schema') into a single table plus one schema block to remove redundancy.

Replace 'string_value' placeholders with a realistic worked example such as assetPath 'Assets/Materials/MyMat.mat' and a real shaderName.

Add a short note on the prerequisite workflow — run assets-shader-list-all first to obtain a valid shaderName — and what to do when the tool throws.

DimensionReasoningScore

Conciseness

No conceptual padding, but the two parameters are described three times ('## Inputs', the '## Input' table, the '### Input JSON Schema') and the opening paragraph restates the frontmatter description. This redundancy is more than minor, matching anchor 3 rather than 4.

3 / 5

Actionability

Provides copy-paste CLI invocations covering --input, --input-file, and stdin heredoc variants plus CLI-missing troubleshooting, but the examples use placeholder values ('string_value') rather than a realistic worked example like 'Assets/Materials/MyMat.mat'. Mostly executable with minor gaps — anchor 4, not 5.

4 / 5

Workflow Clarity

The single action (run the CLI tool) is unambiguous and error behavior is documented ('Throws if the path is empty, malformed, or the shader cannot be resolved'). Falls short of 5 because the prerequisite step — resolving shaderName via assets-shader-list-all first — is only implied, and there is no guidance for handling the documented failure conditions.

4 / 5

Progressive Disclosure

No bundle files exist and no broken references are made; the one cross-skill pointer ('/unity-initial-setup') is clearly signaled, and sections are well organized. Not 5 because the ~45-line generated output JSON schema is inlined boilerplate in a document over 50 lines that could live in a reference file — anchor 4 rather than 5.

4 / 5

Total

15

/

20

Passed

Description

70%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 highly distinct within the Unity asset-tooling niche, with concrete actions and path constraints. Its main weakness is the complete absence of a 'Use when...' trigger clause, which caps completeness and leaves natural trigger phrasing underdeveloped.

Suggestions

Add an explicit trigger clause, e.g. 'Use when creating new material assets, adding .mat files to a Unity project, or when the user mentions materials or shaders.'

Include natural user phrasings and variations such as 'new material', 'Unity material', or 'make a material' alongside the existing technical terms.

Briefly state the outcome (returns a reference to the created Material) so the 'what' is fully comprehensive.

DimensionReasoningScore

Specificity

Lists several concrete actions — 'Create a new Material asset with default parameters', 'Creates intermediate folders if missing', path constrained to 'Assets/'-rooted '.mat' — but coverage is not fully comprehensive (no mention of output or return behavior). Matches anchor 4 rather than 5, and clearly above the 1-2-action level of anchor 3.

4 / 5

Completeness

The 'what' is clear and concrete (create Material asset with defaults, create intermediate folders), but there is no 'Use when...' clause or equivalent trigger guidance for this skill — the 'Use assets-shader-list-all' sentence triggers the sibling tool, not this one. Per judging guidelines, missing trigger guidance caps completeness at 3.

3 / 5

Trigger Term Quality

Good natural keyword coverage ('Material asset', '.mat', 'shader') that Unity users would say, but it leans on tool identifiers ('assets-shader-list-all') and misses variations like 'new material' or 'Unity'. Not 5 because no synonyms or extensions beyond '.mat' are covered.

4 / 5

Distinctiveness Conflict Risk

A clear niche with distinct triggers — Material creation at an 'Assets/'-rooted '.mat' path with shader resolution — making conflicts with other skills minimal. Anchor 4 would require noticeable overlap with closely related skills, which the '.mat'/Material specificity avoids.

5 / 5

Total

16

/

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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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