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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.

62

Quality

72%

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SecuritybySnyk

Passed

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

Quality

Content

77%

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-tool workflow, but loses conciseness to duplicated input descriptions and keeps bulky JSON schemas inline rather than externalizing them.

Suggestions

Remove the redundant 'Inputs (mutually exclusive sources)' prose section since the 'Input' table and the opening paragraph already cover the same information.

Consider moving the full input and output JSON schemas into a referenced reference file (e.g. references/schema.json) to keep the SKILL.md overview lean, or trim them to the essential properties.

DimensionReasoningScore

Conciseness

Free of concept-explaining fluff, but the 'Inputs (mutually exclusive sources)' prose largely duplicates the 'Input' table and the opening paragraph restates the frontmatter, so it could be tightened.

2 / 3

Actionability

Provides a complete, copy-paste-ready 'unity-mcp-cli run-tool' command with full JSON input, plus --input-file and stdin variants and a concrete troubleshooting tip.

3 / 3

Workflow Clarity

A simple single-tool skill whose single action is unambiguous with a clear 'How to Call' sequence; no destructive or batch operation requires validation checkpoints.

3 / 3

Progressive Disclosure

Sections are well-organized with no nested references, but the large inline input and output JSON schemas are content that could be externalized rather than kept inline in the overview.

2 / 3

Total

10

/

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 distinct, but omits an explicit 'Use when...' trigger clause and leans on technical jargon over natural user language, capping completeness and trigger quality at 2.

Suggestions

Add an explicit 'Use when...' clause stating when Claude should invoke this skill (e.g. 'Use when the user wants to create or save a Unity prefab from a scene GameObject or an existing prefab asset').

Rephrase some technical terms into natural user-facing triggers like 'create a prefab' or 'save a GameObject as a prefab' alongside the existing jargon.

DimensionReasoningScore

Specificity

Lists multiple specific concrete actions ('Create a Prefab (or Prefab Variant)', 'Creates intermediate folders if missing') and two distinct source types, matching the comprehensive anchor.

3 / 3

Completeness

Clearly states what the skill does but lacks an explicit 'Use when...' trigger clause, which per the guidelines caps completeness at 2.

2 / 3

Trigger Term Quality

Relevant domain keywords ('Prefab', 'GameObject', 'asset path') are present but framed as technical jargon rather than natural user phrasing like 'create a prefab'; common variations are missing.

2 / 3

Distinctiveness Conflict Risk

Targets a clear Unity prefab-creation niche with distinct triggers and is unlikely to conflict with unrelated skills.

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

Table of Contents

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