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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.

54

Quality

60%

Does it follow best practices?

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SecuritybySnyk

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

Quality

Content

53%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 well-structured and gives a concrete CLI command, but it suffers from triple representation of the inputs and a self-contradictory example that supplies mutually-exclusive parameters together. Adding a valid example and a light verification step would notably improve it.

Suggestions

Provide a working example payload that uses exactly one source (either gameObjectRef or sourcePrefabAssetPath) with realistic values, so the command is copy-paste executable.

Remove redundancy by keeping the input descriptions in one place (e.g. the table) and trimming the duplicated prose bullets, or move the JSON schema to a reference file.

Add a brief verification step, e.g. checking the returned AssetObjectRef.assetPath exists, to give the workflow a feedback checkpoint.

DimensionReasoningScore

Conciseness

Mostly efficient with no basic-concept over-explanation, but the inputs are represented three times (prose bullets, the Input table, and the JSON schema with descriptions) and the inline $defs schemas are bulky, so it could be tightened.

3 / 5

Actionability

Provides a real, structured unity-mcp-cli command with --input/--input-file/stdin variants, but the example payload supplies both mutually-exclusive sources and uses 'string_value' placeholders, making it incomplete rather than copy-paste ready.

3 / 5

Workflow Clarity

The single action is largely unambiguous, but the example contradicts the stated mutual-exclusivity of gameObjectRef and sourcePrefabAssetPath, and there is no verification step to confirm the prefab asset was created.

3 / 5

Progressive Disclosure

Sections are well organized (Inputs, Behavior, How to Call, Input, Output) and sibling references ('unity-initial-setup', 'gameobject-find') are clearly signaled; with no bundle files present the inline content is appropriately placed.

4 / 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 uses the natural Unity trigger terms well, clearly conveying what the skill does and its two source modes. Its main weakness is the absence of an explicit 'Use when...' trigger clause, which caps completeness at 3.

Suggestions

Add an explicit usage trigger, e.g. 'Use when the user asks to create a prefab or prefab variant from a scene GameObject or an existing prefab asset.'

Include the '.prefab' file extension and a common-phrase synonym (e.g. 'make a prefab') to broaden trigger-term coverage toward 5.

Briefly state the distinguishing factor versus sibling prefab skills to reduce overlap risk.

DimensionReasoningScore

Specificity

Names multiple concrete actions ('Create a Prefab (or Prefab Variant)', 'Creates intermediate folders if missing', two distinct source types) but coverage is narrow for a single focused tool, so it sits just below the comprehensive 5 anchor.

4 / 5

Completeness

Has a clear 'what' but no explicit 'Use when...' trigger clause; the gameobject-find pointer is a cross-reference, not a usage trigger, so per the rubric cap completeness is held at 3.

3 / 5

Trigger Term Quality

Uses the natural Unity terms users would say ('Prefab', 'Prefab Variant', 'GameObject'), giving good keyword coverage, though file extension '.prefab' and common phrasings like 'make a prefab' are absent.

4 / 5

Distinctiveness Conflict Risk

Occupies a clear niche (creating prefab assets at a project path from a GameObject or prefab asset), with only minor overlap risk against sibling prefab skills such as edit or variant operations.

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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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