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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.

60

Quality

68%

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SecuritybySnyk

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

Quality

Content

60%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.

The body is executable and well-structured with clear input/output schemas, but the redundant CLI invocation examples inflate token cost and the asset-save operation lacks any validation or confirmation checkpoint. The empty placeholder parameter also weakens the worked example.

Suggestions

Collapse the three near-identical 'How to Call' invocation variants into one primary command plus a one-line note on --input-file/stdin for complex input, to reduce redundancy.

Add a brief validation/confirmation step (e.g., confirm the prefab stage is open before saving and report the returned AssetObjectRef back to the user) so the asset-overwrite workflow has an explicit checkpoint.

Replace the placeholder input '{"nothing": "string_value"}' with a realistic minimal call and note that the tool takes no meaningful parameters, so the example is not misleading.

DimensionReasoningScore

Conciseness

The Behavior section and input/output schemas are reasonably tight, but the 'How to Call' section repeats three near-identical CLI invocation variants (inline, --input-file, stdin pipe) that pad the token budget for a skill whose single parameter is empty.

3 / 5

Actionability

Provides concrete, executable CLI commands and complete input/output JSON schemas; minor gap is the example uses a placeholder '{"nothing": "string_value"}' that does not illustrate real usage.

4 / 5

Workflow Clarity

For a single-purpose save operation the action is unambiguous, but the skill involves writing changes back to a project asset (a near-destructive/overwrite operation) with no explicit verify/confirm step or feedback loop, and the troubleshooting only covers a missing-binary case.

3 / 5

Progressive Disclosure

Well-organized into Behavior, How to Call, Input, and Output sections with the output schema inlined where useful; no bundle files are present so there are no nested references, and the one cross-skill pointer ('/unity-initial-setup') is clearly signaled.

4 / 5

Total

14

/

20

Passed

Description

77%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 focused, well-targeted description that names a concrete action and pairs clearly with its sibling open skill, yielding low conflict risk. Its main weakness is the lack of an explicit 'Use when...' trigger clause, which keeps completeness and trigger-term quality just below the top anchor.

DimensionReasoningScore

Specificity

Names the concrete action ('Save the currently opened prefab edit stage back to its prefab asset without exiting the stage') plus the key API/return details; coverage is solid but it lists essentially one primary action rather than multiple distinct capabilities.

4 / 5

Completeness

Clearly answers 'what' (save prefab back to asset without exiting the stage) and pairs with 'assets-prefab-open' to enter edit mode, implying the 'when'; however the 'when' trigger is implicit rather than an explicit 'Use when...' clause, which caps it below 5.

4 / 5

Trigger Term Quality

Includes natural domain terms users would say ('prefab', 'prefab asset', 'edit stage', 'prefab editing mode') and references the paired tool 'assets-prefab-open'; missing common synonyms or variations like 'apply changes' or file extensions.

4 / 5

Distinctiveness Conflict Risk

Scoped narrowly to Unity prefab edit-stage save with explicit pairing to a sibling open tool, giving it a clear niche with minimal overlap against other skills.

5 / 5

Total

17

/

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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