Content
67%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
A well-structured, mostly executable tool-call skill whose main weakness is redundancy: inputs are specified three times across prose, a table, and an inline JSON schema, and the CLI example uses misleading string placeholders instead of real Vector3 values. Deduplicating the input documentation and providing one realistic copy-paste example would lift both conciseness and actionability.
Suggestions
Consolidate the prose "Inputs" section, the "Input" table, and the "Input JSON Schema" into a single canonical input specification to remove triple redundancy.
Replace the "string_value" placeholders for position/rotation/scale in the CLI example with a realistic Vector3 object, e.g. "position": {"x": 0, "y": 1, "z": 0}.
Add a brief output-verification note (e.g. check the returned GameObject path or instanceID) to close the workflow with a feedback checkpoint.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The input parameters are described three times — the prose "Inputs" section, the "Input" table, and the full "Input JSON Schema" — plus a generic stdin/heredoc boilerplate block. There is no concept over-explanation, but this noticeable redundancy means the body could be meaningfully tightened. | 3 / 5 |
Actionability | "unity-mcp-cli run-tool assets-prefab-instantiate --input '{...}'" is a concrete executable command with troubleshooting fallbacks (npx, --input-file). Not a 5: the example uses "string_value" placeholders for position/rotation/scale, which are actually Vector3 objects, so there is no copy-paste-ready example with real values and the placeholder misleads on type. | 4 / 5 |
Workflow Clarity | The two-step sequence is clearly signposted ("Use 'assets-find' tool to find prefab assets in the project" then instantiate via the CLI) and the call is unambiguous. Not a 5: no verification step (e.g. confirming the created GameObject path), though the operation is non-destructive and single-purpose so no cap applies. | 4 / 5 |
Progressive Disclosure | The body is organized into clear sections (Inputs, How to Call, Troubleshooting, Input, Output) with no nested or dangling references, and the skill is self-contained with no bundle files. The ~80 lines of inline JSON schema dumps and the duplicated "Inputs"/"Input" headings keep it below the top anchor. | 4 / 5 |
Total | 15 / 20 Passed |