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assets-prefab-create

Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.

55

Quality

69%

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

Quality

Content

56%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 highly actionable with executable CLI examples and a clear single-purpose workflow, but it is padded with triple-documented parameters and inlined JSON schemas that hurt token efficiency and structure. Moving the schemas to a reference file and de-duplicating the parameter documentation would substantially improve it.

Suggestions

Document each parameter once — collapse the 'Inputs' bullet list and the 'Input' table into a single section, and link to a reference file for the full JSON schemas instead of inlining both.

Replace placeholder values in the example command with a realistic worked example showing the mutually-exclusive choice (e.g., a gameObjectRef instanceID or a sourcePrefabAssetPath variant creation).

Add a brief post-call verification step (e.g., check the returned AssetObjectRef or confirm the .prefab asset exists at prefabAssetPath) to close the workflow.

DimensionReasoningScore

Conciseness

Parameters are documented three times (bullet list, table, and inlined JSON schema), the opening paragraph restates the frontmatter description, and two full JSON schemas (~65 lines) are inlined, making the body noticeably padded for a single tool call.

2 / 5

Actionability

The 'How to Call' section gives a concrete unity-mcp-cli command with --input-file and stdin-heredoc fallbacks plus CLI-not-found troubleshooting, but example values are placeholders ('string_value') and no realistic example shows the mutually-exclusive source choice.

4 / 5

Workflow Clarity

The single action is unambiguous with the prerequisite step named (use gameobject-find first), and the operation is non-destructive so validation steps are not critical; however, no explicit post-call check that the asset was created is provided.

4 / 5

Progressive Disclosure

Sections are clearly labeled, but the large input/output JSON schema blocks are content that belongs in a separate reference file, and the ~165-line body has no bundle structure or offloading to organize it.

3 / 5

Total

13

/

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 reasonably distinct with concrete actions and named parameters, but it lacks explicit when-to-use trigger guidance, which caps its completeness. Adding a 'Use when...' clause covering variant creation and asset-path scenarios would raise the score.

Suggestions

Add an explicit trigger clause such as 'Use when the user asks to create/save a prefab, make a prefab from a scene object, or create a Prefab Variant from an existing .prefab asset.'

Include common user phrasings and file extensions (e.g., '.prefab', 'prefab variant', 'save as prefab') to improve trigger-term coverage.

Mention the connectGameObjectToPrefab behavior (connecting the scene object to the new prefab vs. leaving it unchanged) to round out capability coverage.

DimensionReasoningScore

Specificity

Lists several specific actions ('Create a Prefab (or Prefab Variant) at a project asset path', 'Creates intermediate folders if missing') with named source parameters, but omits the connectGameObjectToPrefab behavior and variant-creation conditions, so coverage is not comprehensive.

4 / 5

Completeness

The 'what' is explicit and concrete, but there is no 'Use when...' clause; 'Use 'gameobject-find' to locate the source GameObject first' sequences a prerequisite tool rather than stating when to use this skill, so 'when' is only weakly implied.

3 / 5

Trigger Term Quality

Natural Unity terms like 'Prefab', 'Prefab Variant', 'scene GameObject', and 'prefab asset' are present, but common variations such as the '.prefab' extension or phrases like 'save prefab as an asset' are missing.

4 / 5

Distinctiveness Conflict Risk

The prefab-creation niche is clear and the parameter names (gameObjectRef, sourcePrefabAssetPath) are distinct, but it could still overlap with sibling prefab-editing or asset-creation skills in the same tool family.

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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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