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assets-move

Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.

56

Quality

62%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/assets-move/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 concrete CLI commands, but redundancy between sections and the absence of a validation step for this batch/destructive asset move keep it from the top tier.

Suggestions

Add an explicit verification step, e.g. check `response.Errors` and confirm `response.MovedPaths` matches `sourcePaths` before declaring success.

Remove the duplicated input documentation — keep either the prose "## Inputs" or the "## Input" table/schema, not both.

Move the verbose input/output JSON schemas into a reference file and link to it from the body.

DimensionReasoningScore

Conciseness

Mostly efficient with executable commands, but the "Does AssetDatabase.Refresh() at the end" note repeats the description and the inputs are documented twice (prose "## Inputs" plus the "## Input" table and JSON schema), so it could be tightened.

2 / 3

Actionability

Provides a copy-paste-ready `unity-mcp-cli run-tool assets-move` command plus `--input-file` and stdin variants and concrete troubleshooting install commands, fully executable.

3 / 3

Workflow Clarity

The batch move operation is described (per-pair failures surfaced in `response.Errors`) but there is no validation/verification checkpoint before or after the destructive move, which caps workflow clarity at 2 per the batch-operation guideline.

2 / 3

Progressive Disclosure

Sections are clearly organized, but the large inline input/output JSON schema dumps are content that could live in a separate reference file, and the only external pointer is a passing mention of the /unity-initial-setup skill.

2 / 3

Total

9

/

12

Passed

Description

60%

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 concrete and action-oriented with correct third-person voice, but lacks an explicit "use when" trigger and relies on somewhat technical terms rather than natural user phrasing.

Suggestions

Add an explicit trigger clause, e.g. "Use when the user asks to move or rename Unity project assets."

Include natural user-facing terms like "Unity", "asset", and ".meta" so the description matches how users actually phrase the request.

Drop or de-emphasize the internal "AssetDatabase" jargon in favor of user-language phrasing.

DimensionReasoningScore

Specificity

Names multiple concrete actions — "Move or rename assets", "Refreshes the AssetDatabase" — rather than vague language, matching the multi-action anchor.

3 / 3

Completeness

It states what the skill does, but the only "when" guidance is "Use 'assets-find' to locate the assets first", which is a prerequisite hint, not an explicit trigger; per the guidelines a missing "Use when..." clause caps completeness at 2.

2 / 3

Trigger Term Quality

"Move or rename assets" are natural terms, but coverage is thin and there is no mention of "Unity" or common variations a user would say; the technical "AssetDatabase" is jargon rather than a user trigger.

2 / 3

Distinctiveness Conflict Risk

"Move or rename assets at the given project paths" carves a niche, but the broad "assets" domain with no Unity framing means it could still overlap with other asset-handling skills.

2 / 3

Total

9

/

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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