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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.

61

Quality

71%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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

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 actionable and well-structured for a simple single-task skill, with executable examples and a clear behavior sequence. Its main weakness is verbosity from inlined JSON schemas that inflate token usage.

Suggestions

Move the large input/output JSON schemas into a referenced file or summarize the key fields in a compact table, keeping only essential schema details inline.

Remove the duplicate top-level 'Input' table that restates `select` with type 'any' and an empty description, since the Inputs section already covers it.

DimensionReasoningScore

Conciseness

The prose is lean and avoids over-explaining concepts, but the inline input/output JSON schemas are large boilerplate that competes with context budget and could be trimmed or referenced.

2 / 3

Actionability

It provides copy-paste-ready executable CLI commands including the --input, --input-file, and stdin variants plus troubleshooting, giving concrete and complete guidance.

3 / 3

Workflow Clarity

This single-task skill has an unambiguous action with an explicit guard (every ObjectRef MUST resolve or the tool throws before touching Selection.objects), and the Behavior section sequences assign, repaint, and return.

3 / 3

Progressive Disclosure

As a single-file simple skill with no bundle files, it is organized into clear labeled sections (Inputs, Behavior, How to Call, Troubleshooting, Input/Output schemas), satisfying the simple-skill allowance.

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 specific and well-scoped to Unity Editor selection but lacks an explicit 'when to use' trigger clause. It is concise and clearly distinguishable from other skills.

Suggestions

Add an explicit 'Use when...' trigger clause stating when Claude should invoke this skill (e.g., 'Use when the user wants to change or set the selected objects in the Unity Editor').

Include more natural trigger term variations such as 'select objects', 'change selection', or 'highlight GameObjects' alongside the technical Unity terms.

DimensionReasoningScore

Specificity

It names a concrete action ('Set the current Selection') and a domain (Unity Editor) with a failure condition, but does not list multiple distinct concrete actions like the score-3 example.

2 / 3

Completeness

The 'what' is clear (set the selection) but there is no 'Use when...' trigger clause, so per the guidelines completeness is capped at 2.

2 / 3

Trigger Term Quality

It uses relevant terms ('Selection', 'Unity Editor', 'objects', 'editor-selection-get') but leans on Unity-specific technical jargon and lacks common natural variations users would say.

2 / 3

Distinctiveness Conflict Risk

It targets a narrow Unity Editor selection niche and references a companion skill, making it unlikely to trigger for unrelated skills.

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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