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assets-prefab-save

Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.

61

Quality

71%

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-save/SKILL.md
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.

The body is a tight, highly actionable single-purpose tool wrapper with executable commands, a clear guard, and well-organized sections; its only weakness is minor redundancy between the opening line and the frontmatter description.

DimensionReasoningScore

Conciseness

The body is mostly efficient (tight one-sentence behavior summary, executable CLI examples, no explanation of what a prefab is), but the opening line duplicates the frontmatter description and the large output JSON schema adds length, matching the score-2 anchor; it avoids the explanatory padding of a 1 but isn't lean enough for a 3.

2 / 3

Actionability

It provides fully executable, copy-paste-ready commands ('unity-mcp-cli run-tool assets-prefab-save --input ...' plus --input-file and stdin variants) and names the exact API ('PrefabUtility.SaveAsPrefabAsset'), matching the score-3 anchor rather than the pseudocode/incomplete examples at 2.

3 / 3

Workflow Clarity

This is a simple single-action skill whose action is unambiguous, with a stated precondition/guard ('Throws when no prefab stage is currently open') and a clear prerequisite ('Use assets-prefab-open tool to open a prefab first'); per the simple-skills note this reaches 3, and the operation is not destructive/batch so no feedback loop is required to cap it at 2.

3 / 3

Progressive Disclosure

There are no bundle files and the body is well under 50 lines with clearly organized sections (Behavior, How to Call, Troubleshooting, Input, Output) and only a single one-level reference to an external skill (/unity-initial-setup); per the judging guidelines this qualifies for the score-3 anchor for simple skills with well-organized sections.

3 / 3

Total

11

/

12

Passed

Description

57%

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 well-scoped with a clear sibling-skill pairing, but it omits an explicit 'Use when...' trigger clause and only partially covers natural trigger-term variations, capping completeness and trigger quality at the mid level.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user wants to save changes made while editing a prefab in Unity without exiting prefab mode.'

Broaden trigger terms to natural phrasings users would say, such as 'save prefab', 'save prefab changes', or 'commit prefab edits'.

Optionally enumerate the concrete actions more fully (e.g. save the stage contents, clear the dirty flag, return the saved asset reference) to lift specificity to the top anchor.

DimensionReasoningScore

Specificity

It names one concrete action ('Save the currently opened prefab edit stage back to its prefab asset without exiting the stage') rather than a list of multiple distinct actions, matching the score-2 anchor; it is too narrow to reach 3 and too concrete to fall to 1.

2 / 3

Completeness

The 'what' is explicit ('Save the currently opened prefab edit stage back to its prefab asset'), but there is no 'Use when...' clause or equivalent explicit trigger guidance, so per the judging guidelines completeness is capped at 2; it clearly states the action (above 1) but only implies the when (below 3).

2 / 3

Trigger Term Quality

'prefab' and 'edit mode' are natural user terms, but common variations like 'save prefab' or 'save prefab changes' are missing, placing it at the score-2 anchor; it is not pure jargon (so above 1) but lacks the broad coverage needed for 3.

2 / 3

Distinctiveness Conflict Risk

It occupies a clear niche (saving a prefab edit stage) and explicitly names its sibling ('Pair with assets-prefab-open to enter the edit mode first'), making it unlikely to trigger for the wrong skill; this matches the score-3 anchor.

3 / 3

Total

9

/

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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