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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.

61

Quality

71%

Does it follow best practices?

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

Quality

Content

73%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 actionable and well-structured for a single-purpose Unity tool skill, with executable commands and complete schemas. Main weakness is redundant parameter documentation across three sections, which costs conciseness and slightly muddies organization.

Suggestions

Collapse the ## Inputs prose and ## Input table into a single parameter description to remove triplicate documentation of the same fields.

Fix the example to use realistic Vector3 values (e.g. {"x":0,"y":0,"z":0}) instead of "string_value" for position/rotation/scale.

Keep only one of the prose input section or the schema reference if the JSON schema already fully specifies types and defaults.

DimensionReasoningScore

Conciseness

Mostly efficient with no concept padding, but the parameters are described three times (## Inputs prose, ## Input table, and the JSON schema), which is noticeable redundancy that could be tightened.

3 / 5

Actionability

Provides a complete, copy-paste-ready CLI command plus --input-file and stdin variants and full input/output JSON schemas, but the example shows position/rotation/scale as "string_value" despite them being Vector3 objects, a minor inaccuracy.

4 / 5

Workflow Clarity

A single additive tool invocation with an unambiguous 'How to Call' sequence; no validation checkpoint is required for a low-risk single-target instantiate, so the simple-skill exception applies.

5 / 5

Progressive Disclosure

Clear section headers and well-organized content for a single-purpose tool skill with no bundle files, but the duplicated input-description sections (## Inputs prose and ## Input table) are a minor organization gap.

4 / 5

Total

16

/

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.

The description is specific and clearly niche but lacks an explicit 'when to use' trigger clause, which caps completeness. Trigger-term coverage is good but not exhaustive. Adding a 'Use when...' sentence would lift completeness and likely trigger_term_quality.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user wants to add/place a prefab into the current Unity scene.'

Include common natural synonyms/variations such as 'place', 'spawn', or 'add to scene' to broaden trigger coverage.

Optionally name a second concrete capability (e.g. parenting/reparenting) to push specificity toward the comprehensive anchor.

DimensionReasoningScore

Specificity

Lists several concrete capabilities — instantiate, optional transform (position/rotation/scale), and parenting under a scene path — but it is one operation with multiple options rather than several distinct actions, so it falls below the comprehensive-coverage anchor of 5.

4 / 5

Completeness

The 'what' is clearly stated, but there is no explicit 'Use when...' trigger clause; the second sentence is a usage instruction rather than a trigger, so per the missing-trigger cap completeness stays at 3.

3 / 5

Trigger Term Quality

Natural Unity terms (prefab, Instantiate, active scene, GameObject path, position/rotation/scale) match what users would say, but a few common variations or synonyms are missing, landing between the good-coverage and comprehensive anchors.

4 / 5

Distinctiveness Conflict Risk

A clear Unity prefab-instantiation niche with distinct, specific triggers and minimal overlap with other skills.

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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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