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editor-selection-get

Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.

67

Quality

80%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/editor-selection-get/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

92%

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

The body is concise and highly actionable, with a ready-to-run CLI example and a clear single-step read-only workflow. The only weakness is that the sizable embedded JSON schemas are kept inline rather than factored into a reference file.

Suggestions

Move the Input and Output JSON Schema blocks into a reference file (e.g. references/schema.json) and link to it from the body, keeping only a compact field summary inline.

DimensionReasoningScore

Conciseness

Lean prose with no conceptual filler; the embedded JSON schemas are reference material Claude cannot infer, so each token earns its place rather than padding.

3 / 3

Actionability

Provides copy-paste-ready executable commands (run-tool with --input, --input-file, stdin) plus concrete troubleshooting (npm install -g / npx), fully actionable.

3 / 3

Workflow Clarity

A single unambiguous read-only call with clearly explained opt-in toggles; per the simple-skills note a clear single action scores 3, and no validation checkpoint is needed for a non-destructive get.

3 / 3

Progressive Disclosure

Sections are well-organized and one-level deep, but the large inline input/output JSON schemas are content that could be split into a reference file, so organization is good but not exemplary.

2 / 3

Total

11

/

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-distinguished, naming six concrete selection data items and pointing to its complement skill. Its main weakness is the absence of any explicit 'when to use' trigger guidance.

Suggestions

Add a 'Use when…' clause naming natural user phrasings (e.g., 'Use when the user asks what is selected in the Unity Editor, or wants the active object/transform/instance IDs/asset GUIDs of the current selection').

Include a few less-technical trigger terms alongside the Unity jargon so users who say 'what's selected' or 'get the current selection' land on this skill.

DimensionReasoningScore

Specificity

Lists multiple concrete retrievables — 'active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs' — matching the 'lists multiple specific concrete actions' anchor.

3 / 3

Completeness

Clearly states what it does but provides no 'Use when…' clause or explicit trigger guidance, which caps completeness at 2 per the judging guidelines.

2 / 3

Trigger Term Quality

Relevant Unity terms (Selection, active transform, GameObjects, instance IDs, asset GUIDs) are present but lean technical with no natural-language phrasing, missing common variations.

2 / 3

Distinctiveness Conflict Risk

Scoped to a narrow Unity-Editor-selection niche and explicitly distinguished from the sibling skill ('Pair with editor-selection-set to change the selection'), making conflict unlikely.

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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