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editor-application-set-state

Start / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first. Throws if the project currently has compilation errors.

58

Quality

66%

Does it follow best practices?

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SecuritybySnyk

Passed

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Fix and improve this skill with Tessl

tessl review fix ./Unity-MCP-Plugin/.claude/skills/editor-application-set-state/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

65%

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 executable commands and concrete schemas, but it is held back by triplicate input descriptions, an inlined output schema, and an implicit rather than explicit validation/recovery workflow.

Suggestions

Describe the inputs once (keep the table or the schema, not both the "Inputs" list and the "Input" table and the schema) to remove redundancy.

Move the full EditorStatsData output schema into a references/ file and link to it, keeping SKILL.md as an overview.

Add a short numbered workflow (get state -> set state -> if it throws on compile errors, fix them and retry) with an explicit validation checkpoint.

DimensionReasoningScore

Conciseness

The body is mostly operational and free of concept-explaining fluff, but the two boolean inputs are described three times ("Inputs" list, the "Input" table, and the Input JSON Schema) and the full EditorStatsData output schema is inlined, so it could be tightened.

2 / 3

Actionability

It provides a copy-paste-ready bash command with a complete JSON input plus input-file and stdin variants, and the behavior section states the exact throw condition, so the guidance is fully executable.

3 / 3

Workflow Clarity

The single action is unambiguous and the compile-error throw is mentioned, but there is no explicit get-state -> set-state -> on-throw-fix-and-retry sequence with a validation checkpoint, leaving the workflow implicit.

2 / 3

Progressive Disclosure

Sections are well-organized, but there are no external reference files and the full eight-property output schema is inlined in SKILL.md rather than split out, so content that could be separate is inline.

2 / 3

Total

9

/

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 specific and well-scoped to a distinct Unity Editor niche, but it lacks an explicit "Use when..." trigger clause and leans on tool-internal jargon rather than natural user phrasings.

Suggestions

Add an explicit trigger clause, e.g. "Use when the user wants to start, stop, or pause Unity play mode."

Use natural phrasings like "play mode" (two words) alongside "playmode" so it matches how users actually ask.

Drop the inline tool name 'editor-application-get-state' from the description or rephrase it as plain guidance, since tool identifiers do not function as natural trigger terms.

DimensionReasoningScore

Specificity

Lists three concrete actions ("Start / stop / pause the Unity Editor 'playmode'") plus a concrete failure precondition ("Throws if the project currently has compilation errors"), matching the multiple-specific-actions anchor.

3 / 3

Completeness

It clearly states what the skill does, but there is no "Use when..." clause or equivalent explicit trigger guidance, so completeness is capped at 2 per the rubric guideline.

2 / 3

Trigger Term Quality

Covers "playmode" with start/stop/pause, but the phrasing is tool-jargon-flavored ("playmode" as one word, the inline 'editor-application-get-state' reference) and omits common natural variations like "play mode" or "enter/exit play mode".

2 / 3

Distinctiveness Conflict Risk

The Unity Editor playmode-control niche is narrow and explicit, and the reference to the complementary get-state tool makes it clearly distinguishable from sibling skills, so conflict risk is low.

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

Table of Contents

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