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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.

62

Quality

72%

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

77%

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

The body is highly actionable with concrete CLI examples and a clear single action, but it is padded by a redundant intro paragraph, three overlapping input sections, and an inline JSON schema that could be split out. Tightening duplication and offloading the schema would improve both conciseness and progressive disclosure.

Suggestions

Remove the opening paragraph that restates the frontmatter description, or replace it with a one-line purpose statement that adds new information.

Consolidate the three gameObjectRef descriptions (## Inputs, ## Input table, ### Input JSON Schema) into a single Input section to eliminate redundancy.

Move the full Input JSON Schema into a referenced file (e.g. references/input-schema.json) and link to it, keeping SKILL.md as a lean overview.

DimensionReasoningScore

Conciseness

The body is mostly tool-specific and free of generic concept explanation, but the opening paragraph restates the frontmatter description almost verbatim and gameObjectRef is documented in three separate sections (## Inputs, ## Input table, ### Input JSON Schema), so it could be tightened; this matches the level-2 anchor.

2 / 3

Actionability

"## How to Call" provides fully executable, copy-paste-ready bash commands (run-tool, --input-file, stdin pipe) with the exact tool name and input shape, matching the level-3 anchor for executable, specific examples.

3 / 3

Workflow Clarity

This is a simple single-action skill (open the prefab edit stage) whose action is unambiguous, and the Behavior section notes it throws on resolution or stage-open failure; per the simple-skills scoring note, a single unambiguous action can score 3 without a multi-step checklist.

3 / 3

Progressive Disclosure

The content is well-sectioned with a clearly signaled one-level cross-skill reference (unity-initial-setup), but everything is monolithic and inline — including a verbose JSON schema that could live in a reference — and at ~100 lines the under-50-lines simple-skill shortcut does not apply, matching the level-2 anchor of content that should be separate being inline.

2 / 3

Total

10

/

12

Passed

Description

67%

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 concrete and clearly distinguishable, but lacks an explicit "Use when..." trigger clause and has only partial coverage of natural user terms. Adding a trigger clause and common phrasings would raise the two capped dimensions.

Suggestions

Append an explicit trigger clause, e.g. "Use when the user asks to edit a prefab, enter prefab mode, or modify a prefab asset so changes apply to all instances."

Add common natural phrasings users actually say ("edit prefab", "prefab mode", "enter prefab") alongside the existing terminology.

Keep the concrete actions and the assets-prefab-close pairing, which already make the description specific and distinctive.

DimensionReasoningScore

Specificity

Names concrete, specific actions — "Open the prefab edit stage for a prefab instance or prefab asset GameObject", "Modifications inside the edit stage propagate to all instances", and the pairing with assets-prefab-close — rather than vague language; this is more concrete than the level-2 anchor even though it is a single-purpose tool.

3 / 3

Completeness

It clearly answers "what" (open prefab edit stage; modifications propagate to instances) but has no "Use when..." clause or equivalent explicit trigger guidance, so completeness is capped at 2 per the rubric guidelines.

2 / 3

Trigger Term Quality

Relevant Unity terms appear ("prefab edit stage", "prefab instance", "prefab asset GameObject"), but common user variations such as "edit prefab", "prefab mode", or "enter prefab" are missing, matching the level-2 anchor of some relevant keywords without full coverage.

2 / 3

Distinctiveness Conflict Risk

The niche is narrow and specific to prefab editing, with distinct triggers and an explicit companion-tool reference (assets-prefab-close), making it unlikely to conflict with other skills.

3 / 3

Total

10

/

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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