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assets-prefab-instantiate

Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.

60

Quality

75%

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

Quality

Content

67%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.

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.

DimensionReasoningScore

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

Description

70%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.

A specific, third-person description with strong natural Unity trigger terms and minimal conflict risk, whose main weakness is the absence of any explicit when-to-use clause. Adding a "Use when..." trigger sentence would raise completeness to the top band.

Suggestions

Add an explicit trigger clause, e.g. "Use when the user asks to instantiate, spawn, or place a prefab into a Unity scene."

Include common synonyms or file extensions (e.g. "spawn", "place", ".prefab") to broaden natural trigger coverage.

Optionally mention the result (a new GameObject instance in the scene) so the "what" also communicates the outcome.

DimensionReasoningScore

Specificity

Phrases like "Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path" name concrete actions and concrete parameter details. It falls short of 5 because it covers a single core action with parameter enumeration rather than multiple distinct capabilities.

4 / 5

Completeness

The "what" is clear and concrete, but there is no "Use when..." clause or equivalent explicit trigger guidance; "Use 'assets-find' to locate the prefab asset first" is a prerequisite note, not a when-to-use trigger. Per the judging guidelines, a missing explicit trigger caps completeness at 3.

3 / 5

Trigger Term Quality

"prefab", "instantiate", "scene", and "GameObject" are exactly the natural terms a Unity user would say. A few natural variations are missing ("spawn", "place", "add to scene", ".prefab"), so it does not reach comprehensive synonym coverage.

4 / 5

Distinctiveness Conflict Risk

The description carves a clear niche (Unity prefab instantiation into the active scene, with optional parenting) and names its companion skill 'assets-find', so it is unlikely to trigger for the wrong skill.

5 / 5

Total

16

/

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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