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assets-prefab-close

Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.

56

Quality

64%

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/assets-prefab-close/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 content is actionable, well-structured, and appropriately concise for a simple single-purpose tool skill, with concrete examples and an explicit error guard. Main improvements are de-duplicating the `save` input presentation and giving a real-value example in the stdin snippet.

Suggestions

Consolidate the `save` input description: keep one of the prose, table, or JSON schema and drop the redundant restatement to improve token efficiency.

Replace the placeholder '{"param": "value"}' in the stdin example with the actual '{"save": false}' to make it directly executable.

Move the full Input/Output JSON schemas into a referenced reference file and keep only a compact summary inline to improve progressive disclosure.

DimensionReasoningScore

Conciseness

The body is lean and avoids explaining concepts Claude already knows, but the `save` input is restated three ways (prose, the Input table, and the Input JSON Schema), creating redundancy that could be tightened.

3 / 5

Actionability

Provides a copy-paste-ready bash command plus file/stdin variants and troubleshooting, but the stdin example uses a generic '{"param": "value"}' placeholder rather than the real `save` argument, a minor gap below 5.

4 / 5

Workflow Clarity

For a single-action skill, the close operation is unambiguous with an explicit guard ('Throws when no prefab stage is currently open') and an explicit consequence for save=false; no multi-step validate loop is needed, so it sits at 4.

4 / 5

Progressive Disclosure

Well-organized sections with one-level cross-references to sibling skills and no bundle files to mismanage, but the inlined input/output JSON schemas are bulk that could be split into a reference, keeping it below 5.

4 / 5

Total

15

/

20

Passed

Description

61%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 clearly distinct within a narrow Unity prefab niche, but it lacks an explicit 'when to use' trigger and only names a couple of concrete actions. Adding a concrete 'Use when...' clause and a few synonyms would raise completeness and trigger quality.

Suggestions

Add an explicit 'Use when...' clause, e.g. 'Use when you have an open prefab edit stage and need to exit it, optionally saving or discarding changes.'

Broaden trigger terms with synonyms users might say, such as 'exit prefab mode', 'leave prefab stage', or 'discard prefab changes'.

Mention the return value or key outcome ('returns an AssetObjectRef to the closed prefab') in the description to round out the 'what'.

DimensionReasoningScore

Specificity

Names the prefab-editing domain and two concrete actions ('Close the currently opened prefab edit stage', 'saves changes back to the prefab asset') but is not comprehensive enough for a 4.

3 / 5

Completeness

The 'what' is clear (close the prefab stage, optionally save), but there is no explicit 'Use when...' trigger — only a weak 'Pair with' hint — which caps completeness at 3 per the rubric guideline.

3 / 5

Trigger Term Quality

Relevant natural terms like 'prefab', 'prefab edit stage', 'save', and the paired 'open' are present, though synonyms or broader phrasings are missing, holding it just below 5.

4 / 5

Distinctiveness Conflict Risk

A clear, narrow niche (closing a Unity prefab edit stage) with a named sibling pairing gives low conflict risk, though the trigger surface is not fully spelled out enough for a 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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