Content
50%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
The skill is well-structured and immediately actionable in form (real CLI commands, full schemas), but its single example uses misleading placeholder values, inputs are documented redundantly, and the batch workflow lacks an explicit check-response/validation step. The large schema dumps would be better placed in a reference file.
Suggestions
Replace the placeholder example with a realistic, correct one: "componentNames": ["UnityEngine.Rigidbody"] and a gameObjectRef showing the path or instanceID form, since the current "string_value" placeholder contradicts the array-typed schema.
Add an explicit post-call validation step for the batch operation, e.g. "Check response.Errors and response.Warnings; names listed there were not added — verify type names with gameobject-component-list-all and retry."
Deduplicate the inputs documentation (merge the "Inputs" bullets and "Input" table) and move the full Input/Output JSON schemas to a references/ file, keeping only a compact example response in SKILL.md.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is mostly free of conceptual padding and leans on schemas rather than prose, but it documents the inputs three times (the "Inputs" bullets, the "Input" table, and the full JSON schema) and carries generic CLI boilerplate (npx/stdin/file variants) that could be tightened or trimmed to one variant. This fits anchor 3 ("could be tightened") better than anchor 4, and there is no explanatory fluff that would drop it to 2. | 3 / 5 |
Actionability | The CLI invocation is fully concrete ("unity-mcp-cli run-tool gameobject-component-add --input '...'" with --input-file and stdin variants), but the primary example uses placeholder values ("componentNames": "string_value") that are actually wrong — the schema defines componentNames as an array of strings — so a copy-paste attempt would fail. No realistic example (e.g. ["UnityEngine.Rigidbody"]) is given, matching anchor 3's "missing key details" rather than anchor 4's "minor gaps". | 3 / 5 |
Workflow Clarity | The sequence is present (find the GameObject via 'gameobject-find', discover valid type names via 'gameobject-component-list-all', then call), and the Behavior section explains per-name error accumulation — but this is a batch operation with no explicit validation step such as "check response.Errors/Warnings and retry failed names", so per the batch-operation cap workflow clarity cannot exceed 3. Not anchor 2, because the sequence and error semantics are stated rather than absent. | 3 / 5 |
Progressive Disclosure | Sections are clearly organized and the only outward pointers are one-level-deep tool/skill references ('gameobject-find', 'gameobject-component-list-all', /unity-initial-setup), but ~140 lines of auto-generated Input/Output JSON schemas are inlined in SKILL.md when they clearly belong in a references/ file — matching anchor 3's "content that should be separate is inline" rather than anchor 4's "most content is appropriately placed". | 3 / 5 |
Total | 12 / 20 Passed |