CtrlK
BlogDocsLog inGet started
Tessl Logo

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.

55

Quality

61%

Does it follow best practices?

Run evals on this skill

Adds up to 20 points to the overall score

View guide

SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

tessl review fix ./Unity-MCP-Plugin/.claude/skills/gameobject-component-add/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

57%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 body is actionable with concrete CLI commands and useful schema reference, but it is padded by duplicated input sections and inlined JSON schemas, and lacks an explicit validation-gated workflow for what is a batch operation. Progressive disclosure is adequate but held back by inline bulk content.

Suggestions

Consolidate the duplicated 'Inputs' prose list and 'Input' table into a single source of truth for the parameters.

Add an explicit numbered workflow with a validation checkpoint: find GameObject -> confirm ref -> add components -> inspect response.Errors/Warnings before proceeding.

Move the full input/output JSON schemas into a references file and keep only a concise summary inline in SKILL.md to improve token efficiency and progressive disclosure.

DimensionReasoningScore

Conciseness

Most content is reference material rather than over-explained concepts, but there is noticeable redundancy: an 'Inputs' prose list and a separate 'Input' table both describe componentNames/gameObjectRef, and two full JSON schemas are inlined, so it could be tightened rather than being fully lean.

3 / 5

Actionability

Provides concrete, copy-pasteable bash commands for run-tool with --input, --input-file, and stdin variants plus troubleshooting, which is mostly executable; the placeholder 'string_value' for componentNames (which is actually an array) is a minor gap keeping it just below fully executable.

4 / 5

Workflow Clarity

This is a batch operation (one or more components) and the rubric caps batch-operation workflow clarity at 3 when validation checkpoints are missing; the body mentions checking response.Errors/Warnings/AddedComponents but frames no explicit find -> verify -> add -> check sequence with validation gates.

3 / 5

Progressive Disclosure

Sections are present and organized, and external skill/tool references ('/unity-initial-setup', 'gameobject-find', 'gameobject-component-list-all') are one level deep, but full input/output JSON schemas are inlined in SKILL.md and the duplicated 'Inputs'/'Input' sections show content that could be better organized or split out.

3 / 5

Total

13

/

20

Passed

Description

65%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 to a clear Unity niche and uses natural domain vocabulary, but it lacks an explicit 'Use when...' trigger clause, which caps its completeness. Distinctiveness is strong thanks to the narrow scope and named sibling tools.

Suggestions

Add an explicit 'Use when...' trigger clause, e.g. 'Use when adding one or more components to a GameObject in a Prefab or Scene.'

Surface 1-2 more natural phrasings users might say ('attach a component', 'add a script to a GameObject') to broaden trigger coverage.

Optionally clarify the array nature of componentNames in the description so the action is unambiguous.

DimensionReasoningScore

Specificity

Names the domain (Unity GameObject/Component) and a concrete action ('Add one or more Components') plus the lookup mechanism ('full name (with namespace) or by class-name fallback'), but it is effectively a single action with elaboration rather than a list of several distinct actions, matching the anchor that names domain plus 1-2 concrete actions without comprehensive coverage.

3 / 5

Completeness

It clearly states what the skill does (add components by name to a GameObject) but provides no explicit 'Use when...' trigger guidance; the rubric caps completeness at 3 when such a clause is missing, and the 'when' is only weakly implied via referenced sibling tools.

3 / 5

Trigger Term Quality

Includes natural Unity vocabulary a user would say ('Components', 'GameObject', 'Prefab', 'Scene', 'component type names'); coverage is good but a few natural variations (e.g. 'add component', 'attach component') are not present, so it sits above the midpoint between anchors 3 and 5.

4 / 5

Distinctiveness Conflict Risk

It occupies a clear niche (adding Components to GameObjects in a Prefab/Scene via a specific CLI) and explicitly distinguishes sibling tools ('gameobject-find', 'gameobject-component-list-all'), giving minimal overlap risk with 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

Table of Contents

Is this your skill?

If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.