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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.

60

Quality

70%

Does it follow best practices?

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SecuritybySnyk

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

Quality

Content

72%

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 copy-paste CLI examples and a clear precondition, but it presents the input redundantly across three sections and lacks a verification checkpoint for the destructive save:false path. Tightening the input presentation and adding a discard-confirmation note would lift conciseness and workflow clarity.

Suggestions

Consolidate the input documentation: keep either the ## Inputs prose or the ## Input table, not both, and let the JSON Schema carry the formal contract.

Add an explicit verification/checkpoint note for the destructive path, e.g. "Before setting save:false, confirm there are no unsaved prefab changes to preserve."

Trim the duplicated AssetObjectRef description in the output schema to a single occurrence to reduce token cost.

DimensionReasoningScore

Conciseness

The `save` parameter is described three times (## Inputs prose, ## Input table, and the Input JSON Schema) and the output schema repeats the AssetObjectRef description twice. It is not a 1 because no space is spent explaining concepts Claude already knows, and not a 3 because the redundant input presentation and verbose schema descriptions could be tightened.

2 / 3

Actionability

"unity-mcp-cli run-tool assets-prefab-close --input '{ \"save\": false }'" is a fully executable, copy-paste-ready command, augmented with input-file and stdin variants. It is not a 2 because the guidance is concrete and complete rather than pseudocode or abstract.

3 / 3

Workflow Clarity

The single action is unambiguous and a precondition is documented ("Throws when no prefab stage is currently open"), but `save: false` discards unsaved changes — a destructive outcome — with no validation or verification checkpoint before discarding. Per the destructive-operation guideline, missing verification caps workflow clarity at 2.

2 / 3

Progressive Disclosure

The skill is a self-contained single-tool doc with well-organized sections (Inputs, Behavior, How to Call, Troubleshooting, Input, Output) and one clearly signaled one-level reference ("Read the /unity-initial-setup skill"). With no bundle files to split into, well-organized sections suffice for a 3.

3 / 3

Total

10

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12

Passed

Description

67%

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 distinguishes this tool from its sibling open operation, but it lacks an explicit 'Use when...' activation trigger and offers limited natural keyword variation. Adding a trigger clause and more user-facing phrasings would raise completeness and trigger quality.

Suggestions

Add an explicit activation trigger, e.g. "Use when the user wants to exit or close a prefab editing stage in Unity."

Broaden natural keyword coverage with terms users actually say, such as "close prefab", "exit prefab edit mode", or "stop editing a prefab".

Lead with the verb form users would invoke ("Closes the currently open prefab edit stage") and keep the save/discard detail as the secondary clause.

DimensionReasoningScore

Specificity

"Close the currently opened prefab edit stage" and "Optionally saves changes back to the prefab asset before closing" name multiple concrete actions rather than vague language, matching the 3 anchor. It is not a 2 because the actions are specific and comprehensive for the tool's scope rather than partial.

3 / 3

Completeness

The "what" is clearly stated (close the prefab edit stage, optionally save), but there is no "Use when..." clause or equivalent activation trigger; "Pair with 'assets-prefab-open'" is workflow guidance, not a when-to-invoke trigger. Per the guideline, a missing explicit trigger caps completeness at 2.

2 / 3

Trigger Term Quality

"prefab" is the natural keyword a user would say, but it appears only in technical compounds ("prefab edit stage", "prefab asset") with no common variations like "close prefab" or "exit prefab mode". It is not a 3 because the coverage of natural phrasings is thin, and not a 1 because the core term is relevant.

2 / 3

Distinctiveness Conflict Risk

Closing a prefab edit stage is a clear niche explicitly paired with 'assets-prefab-open', making it unlikely to trigger for the wrong skill. It is not a 2 because the scope is tightly bounded to one operation with a distinct trigger concept.

3 / 3

Total

10

/

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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