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editor-selection-set

Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

50

Quality

56%

Does it follow best practices?

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SecuritybySnyk

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Fix and improve this skill with Tessl

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

Quality

Content

50%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 skill is actionable with concrete CLI examples and a clear behavior description, but it is burdened by verbose inlined JSON schemas and lacks an explicit validation checkpoint for a selection-mutating operation.

Suggestions

Move the large Input/Output JSON schemas into reference files and link to them, keeping only a concise summary in SKILL.md.

Add an explicit validation step (e.g., verify each ObjectRef resolves via FindObject before assigning, and confirm the returned SelectionData reflects the intended objects).

Replace the placeholder 'string_value' and fill the empty Description cell in the Input table so the example is directly usable.

DimensionReasoningScore

Conciseness

The body inlines two large JSON schemas (the full AIGD.ObjectRef and SelectionData output schema with many nested defs) plus duplicated input descriptions, adding significant padding that Claude largely doesn't need to be told.

2 / 5

Actionability

It provides a concrete executable CLI command with stdin/file variants and troubleshooting, which is copy-paste ready; minor gaps are the placeholder 'string_value' input and the empty Description cell in the input table.

4 / 5

Workflow Clarity

The behavior section gives a short sequence (resolve, assign to Selection.objects, RepaintAllViews, return snapshot) with an implicit pre-check (throw if unresolved), but there is no explicit validate/retry feedback loop for a mutation that overwrites the Editor selection.

3 / 5

Progressive Disclosure

Content is sectioned (Inputs, Behavior, How to Call, Input/Output schemas), but the large JSON schemas that would be better placed in reference files are inlined in SKILL.md, and the only external pointer (/unity-initial-setup) is buried in troubleshooting rather than clearly signaled.

3 / 5

Total

12

/

20

Passed

Description

62%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.

The description is specific and well-distinguished, clearly stating the action and its precondition. Its main weakness is the absence of an explicit 'Use when...' trigger clause and limited natural-language keyword coverage.

Suggestions

Add an explicit 'Use when ...' trigger clause (e.g., 'Use when the user wants to select specific objects in the Unity Editor or change the current selection').

Broaden trigger keywords with natural user phrasings and synonyms (e.g., 'set selection', 'select objects in Unity').

DimensionReasoningScore

Specificity

Names the concrete action ('Set the current Selection in the Unity Editor to the provided objects') plus the resolve-or-throw precondition, which is specific, but lacks multiple distinct actions beyond the single set operation.

4 / 5

Completeness

The 'what' is clearly stated but there is no explicit 'Use when...' / 'when to use this' clause; the guidance to use 'editor-selection-get' first implies usage rather than declaring triggers, capping completeness at 3.

3 / 5

Trigger Term Quality

'Selection', 'Unity Editor', and the companion 'editor-selection-get' are relevant technical terms, but natural user phrases like 'select objects in Unity' or synonyms are missing, so keyword coverage is partial.

3 / 5

Distinctiveness Conflict Risk

It targets a narrow, named Editor operation with a clear companion tool (editor-selection-get), making it highly distinct with minimal conflict risk against other skills.

5 / 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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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