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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.

69

Quality

83%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

SKILL.md
Quality
Evals
Security

Quality

Content

85%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A clean, actionable, well-organized tool-wrapper skill whose main weakness is redundancy: inputs are documented in three overlapping forms. Consolidating the prose, table, and schema would improve token efficiency.

Suggestions

Collapse the prose 'Inputs' list and the 'Input' table into a single source of truth to remove duplicated parameter descriptions.

Move the full input/output JSON schemas (especially the verbose AIGD.GameObjectRef $defs) into a referenced file, keeping only the essential shape inline.

Promote the assets-find prerequisite into a short numbered 'Workflow' step so the two-tool sequence is explicit rather than implied.

DimensionReasoningScore

Conciseness

Mostly efficient with no conceptual padding, but the parameters are described three times (prose 'Inputs', the 'Input' table, and the full 'Input JSON Schema'), and the verbose output schema with all $defs/descriptions could be trimmed or moved to a reference.

2 / 3

Actionability

Provides a fully executable copy-paste bash command plus --input-file and stdin variants, giving concrete, ready-to-run guidance.

3 / 3

Workflow Clarity

A single-tool skill whose one action (call assets-prefab-instantiate) is unambiguous, with a troubleshooting note; per the simple-skill scoring note this qualifies for full marks.

3 / 3

Progressive Disclosure

No bundle files exist and none are needed; the body is self-contained and organized into clear, well-signaled sections (Inputs, How to Call, Troubleshooting, Input, Output), with only a one-level cross-reference to the /unity-initial-setup skill.

3 / 3

Total

11

/

12

Passed

Description

82%

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, well-scoped description with strong natural trigger terms and low conflict risk, undermined only by the absence of an explicit 'Use when...' usage trigger. Adding a trigger clause would raise completeness to full marks.

Suggestions

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

Consider listing common user phrasings ('spawn prefab', 'place prefab in scene') to broaden trigger-term coverage.

DimensionReasoningScore

Specificity

Names concrete actions and specific parameters — 'Instantiate a prefab', 'optional position/rotation/scale', 'parented under an optional scene GameObject path' — listing multiple specific capabilities rather than vague language.

3 / 3

Completeness

Clearly answers 'what' (instantiate prefab into active scene with transform/parent), but lacks any explicit 'Use when...' trigger clause; the 'Use assets-find' line is a prerequisite hint, not a usage trigger, so completeness is capped at 2 per the rubric guideline.

2 / 3

Trigger Term Quality

Uses natural Unity terms a user would actually say — 'prefab', 'instantiate', 'scene', 'GameObject path' — giving good coverage of common phrasings.

3 / 3

Distinctiveness Conflict Risk

Scoped tightly to Unity prefab instantiation with distinct triggers, making it unlikely to fire for an unrelated skill.

3 / 3

Total

11

/

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

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