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assets-prefab-open

Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.

58

Quality

66%

Does it follow best practices?

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SecuritybySnyk

Passed

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

Quality

Content

57%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 focused, single-purpose prefab skill with concrete CLI examples and useful resolution details, but it carries redundancy (two Input sections) and an inlined full JSON schema that inflates the token budget without adding proportional value.

Suggestions

Remove the duplicate 'Input' section (both the Inputs list and the Input table describe gameObjectRef); keep only one.

Move the full Input JSON Schema into a references file and keep only a compact example inline to improve progressive disclosure.

Add an explicit open->edit->validate->close step sequence, including a validation note before calling assets-prefab-close.

DimensionReasoningScore

Conciseness

Mostly efficient, but the duplicate Input section, full JSON schema, and verbose multi-line CLI examples add tokens beyond what Claude needs.

3 / 5

Actionability

Provides concrete executable CLI commands, the full input schema, and resolution behavior; minor gaps in edge-case examples.

4 / 5

Workflow Clarity

The open->edit->close sequence is implied and the close pairing is flagged, but there is no explicit multi-step workflow with validation before closing the stage.

3 / 5

Progressive Disclosure

Well-organized sections, but the full JSON schema and duplicate Input table are inlined rather than split out, and no bundle/reference files exist.

3 / 5

Total

13

/

20

Passed

Description

75%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 clear, third-person description of a narrowly-scoped prefab tool with concrete mechanics and a helpful pairing note. It is missing an explicit 'Use when...' trigger phrase and slightly broader trigger-term coverage.

Suggestions

Add an explicit 'Use when...' trigger clause, e.g. 'Use when the user wants to edit a prefab and have changes apply to all instances.'

Expand trigger terms with natural synonyms like 'edit prefab', 'open prefab', or 'prefab mode'.

Confirm third person voice is consistent (currently compliant) and avoid any second-person phrasing.

DimensionReasoningScore

Specificity

Names the concrete action ('Open the prefab edit stage') and specifies the resolution path and propagation behavior, but does not enumerate a broader list of capabilities.

4 / 5

Completeness

Clearly states what it does ('Open the prefab edit stage...') and implies when via the pairing instruction, but lacks an explicit 'Use when...' trigger clause, capping it at 4.

4 / 5

Trigger Term Quality

Includes natural terms like 'prefab instance', 'prefab asset', and 'GameObject', but omits common synonyms or variations a user might say (e.g. 'edit prefab', 'open prefab').

4 / 5

Distinctiveness Conflict Risk

The prefab-edit niche is fairly distinct and the pairing with 'assets-prefab-close' clarifies scope, though it could still overlap with general prefab skills.

4 / 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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