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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

73%

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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

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 lean, actionable single-tool skill with copy-paste CLI examples, sensible troubleshooting, and explicit error and lifecycle behavior. Weaknesses are duplication (two input sections describing the same parameter), a placeholder example that doesn't conform to the input schema, and the inlined 50-line JSON schema.

Suggestions

Merge the duplicate "## Inputs" and "## Input" sections into one, keeping the table plus a one-line behavioral note.

Replace the placeholder '{"gameObjectRef": "string_value"}' with a realistic example matching the schema, e.g. '{"gameObjectRef": {"instanceID": 12345}}' or a hierarchy-path form.

Move the verbose Input JSON Schema into a separate reference file (or trim it to the fields that matter), keeping SKILL.md as a lean overview.

DimensionReasoningScore

Conciseness

The body documents gameObjectRef twice ("## Inputs" and the "## Input" table with near-duplicate text) and inlines a ~50-line machine-generated JSON schema. It avoids over-explaining known concepts, so it is not anchor 2, but the clear duplication and tightening opportunities match anchor 3 rather than anchor 4.

3 / 5

Actionability

Copy-paste-ready CLI commands are given ("unity-mcp-cli run-tool assets-prefab-open --input ...", the --input-file and heredoc stdin patterns, plus concrete troubleshooting commands). Anchor 4 rather than 5 because the example placeholder '{"gameObjectRef": "string_value"}' does not match the schema (an object with an integer instanceID), leaving no realistic filled-in invocation.

4 / 5

Workflow Clarity

The open → modify → close lifecycle is sequenced ("In the Edit mode you can modify the prefab", "Please use 'assets-prefab-close' tool later to exit prefab editing mode") with explicit error signaling ("Throws when the GameObject cannot be resolved"). This matches anchor 4 — clear sequence with minor validation gaps, namely no way to confirm the stage actually opened given "This tool does not return structured output".

4 / 5

Progressive Disclosure

No bundle files exist and the skill is organized into clear sections (Inputs, Behavior, How to Call, Troubleshooting, Input, Output). Minor gaps — the inlined JSON schema reference material and the duplicated input sections — place it at anchor 4 rather than the well-split, easy-navigation ideal of anchor 5.

4 / 5

Total

15

/

20

Passed

Description

66%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 that clearly states what the tool does, its input variants, the propagation consequence, and its pairing with the close tool. Its main weakness is the complete absence of any "Use when..." trigger guidance, which caps completeness and limits trigger-term coverage of natural phrasing variants.

Suggestions

Add an explicit trigger clause such as "Use when the user wants to edit a prefab in prefab mode, modify all instances of a prefab, or asks to open a prefab for editing."

Include natural synonym phrasing users actually say — "prefab mode", "edit mode", "open prefab", and the ".prefab" asset extension — to strengthen trigger-term coverage.

Briefly note the failure mode (throws when the GameObject cannot be resolved) so callers know what to expect on bad input.

DimensionReasoningScore

Specificity

Stated specifics — "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" — cover inputs, propagation effect, and lifecycle pairing. It sits above anchor 3 (only 1-2 actions with gaps) but below anchor 5 because there is no usage framing or error-behavior coverage.

4 / 5

Completeness

The "what" is explicit and concrete, but there is no "Use when..." clause or equivalent trigger guidance, which caps completeness at 3 per the judging guidelines. It matches anchor 3 (clear what, when missing) and cannot be 4 since no explicit 'when' exists.

3 / 5

Trigger Term Quality

Natural Unity terms are present: "prefab", "prefab instance", "prefab asset", "GameObject", "edit stage", "assets-prefab-close". Anchor 4 fits — good coverage but missing common variants like "prefab mode", "edit mode", "open prefab", or the ".prefab" extension that would justify a 5.

4 / 5

Distinctiveness Conflict Risk

A clear niche (opening the prefab edit stage) with an explicit contrast to the sibling close tool by name makes it mostly distinct with only minor overlap risk against 'assets-prefab-close', matching anchor 4 rather than anchor 5 because open/close selection rests on a single verb with no trigger framing.

4 / 5

Total

15

/

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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