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gameobject-component-add

Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and 'gameobject-component-list-all' to discover valid component type names.

58

Quality

66%

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/gameobject-component-add/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 strongly actionable with executable multi-method CLI examples and troubleshooting, and its sections are cleanly organized. It loses points for redundant input descriptions, large inline JSON schemas that could be split out, and a missing post-call validation checkpoint for a batch operation.

Suggestions

Consolidate the '## Inputs' prose and '## Input' table into a single section to remove the duplicated parameter descriptions.

Add an explicit post-call validation step for the batch operation, e.g. 'After the call, inspect response.Errors and response.Warnings; fix and retry any component names that failed.'

Move the full input/output JSON schemas into a reference file (e.g. references/schema.json) and link to it, keeping only a compact example inline in SKILL.md.

DimensionReasoningScore

Conciseness

The body is mostly operational but redundant: parameters are described twice — once in prose under '## Inputs' and again as a table under '## Input' — and two full inline JSON schemas (~135 lines) inflate the document. Fits the score-2 anchor ('Mostly efficient but includes some unnecessary explanation or could be tightened'); not a 3 because of the duplicate input sections and bulky inline schemas, and not a 1 because it avoids explanatory fluff about concepts Claude already knows.

2 / 3

Actionability

Provides a concrete, executable bash command ('unity-mcp-cli run-tool gameobject-component-add --input ...') plus three invocation variants (--input, --input-file, stdin heredoc) and troubleshooting ('npm install -g unity-mcp-cli' / 'npx unity-mcp-cli'). Matches the score-3 anchor ('Fully executable code/commands; specific examples; copy-paste ready'); not a 2 because the commands are real and complete rather than pseudocode.

3 / 3

Workflow Clarity

An implicit sequence exists (find GameObject → list component types → add), and the '## Behavior' section notes per-name errors accumulate in response.Errors/Warnings rather than throwing. But this is a batch operation (componentNames is a list) with no explicit post-call validation checkpoint instructing Claude to inspect Errors/Warnings and retry failed names. Per the judging guideline, missing validation for batch operations caps workflow clarity at 2; not a 1 because steps and the error behavior are present, just without an explicit checkpoint.

2 / 3

Progressive Disclosure

Sections are clearly organized and the single external reference ('Read the /unity-initial-setup skill') is one level deep and properly signaled, with no nested references. However ~190 lines are dominated by two large inline JSON schemas (input + output) — content that could live in separate reference files — and no bundle files exist to absorb it. Fits the score-2 anchor ('content that should be separate is inline'); not a 3 because the bulk is inline rather than appropriately split, and not a 1 because organization is clean with no deep nesting.

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 clearly scoped to a distinct Unity niche, with concrete actions and helpful sibling-tool pointers. Its main gaps are the absence of an explicit 'Use when...' trigger clause and a reliance on internal tool names over natural user phrasings.

Suggestions

Add an explicit 'Use when...' clause, e.g. 'Use when the user wants to add one or more components to a GameObject in a Prefab or Scene.'

Lead with natural user-facing terms ('add a component to a GameObject') and keep internal tool names like 'gameobject-find' as secondary references so trigger-term coverage matches how users actually phrase the request.

DimensionReasoningScore

Specificity

Quotes 'Add one or more Components to a GameObject', 'looked up by full name (with namespace) or by class-name fallback', 'locate the host GameObject' and 'discover valid component type names' — multiple concrete actions, matching the score-3 anchor ('Lists multiple specific concrete actions'). Not a 2 because the action set is comprehensive rather than naming only the domain plus a few actions.

3 / 3

Completeness

'Add one or more Components to a GameObject in the opened Prefab or active Scene' answers 'what', but there is no 'Use when...' clause or equivalent explicit trigger guidance — the 'when' is only implied. Per the judging guideline a missing 'Use when...' clause caps completeness at 2; not a 1 because 'what' is clearly stated.

2 / 3

Trigger Term Quality

Natural Unity terms are present ('Component', 'GameObject', 'Prefab', 'Scene'), but the description leans on internal tool names ('gameobject-find', 'gameobject-component-list-all') and omits common phrasing variations a user might say. Fits the score-2 anchor ('Some relevant keywords but missing common variations'); not a 3 because coverage of natural user phrasings is narrow and partially displaced by tool identifiers.

2 / 3

Distinctiveness Conflict Risk

The narrow niche — adding components to a GameObject — plus explicit pointers to sibling tools ('gameobject-find' to locate, 'gameobject-component-list-all' to discover names) make it clearly distinguishable from the find/list skills and unlikely to trigger for the wrong skill. Matches the score-3 anchor ('Clear niche with distinct triggers; unlikely to conflict'); not a 2 because it is specifically scoped to the add-component operation rather than overlapping with similar skills.

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

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