CtrlK
BlogDocsLog inGet started
Tessl Logo

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

56

Quality

63%

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-destroy/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 gives executable CLI guidance and a clear behavior description, but suffers from duplicated parameter descriptions and heavy inline JSON schemas, and lacks a verification checkpoint for a destructive operation. Structure is present but reference content is inlined rather than progressively disclosed.

Suggestions

Add a verification step after the destroy call (e.g. re-run gameobject-component-get to confirm the components are gone) to lift the workflow-clarity cap.

Move the full input/output JSON schemas into a reference file and keep only a compact parameter table inline to reduce duplication and token cost.

Replace the placeholder "string_value" in the example command with a realistic gameObjectRef/destroyComponentRefs object so the example is directly runnable.

DimensionReasoningScore

Conciseness

Mostly efficient prose, but the two parameters are described three times ("Inputs" list, "Input" table, and the full inline JSON schema), and the complete input/output schemas with $defs descriptions are inlined reference material that could be trimmed or externalized.

3 / 5

Actionability

Provides a concrete, copy-pasteable CLI invocation plus file and stdin variants and a troubleshooting tip; minor gap is the placeholder "string_value" inputs that don't show realistic object values.

4 / 5

Workflow Clarity

The behavior section clearly describes iteration, null-skipping, and the no-match error, but this destructive/batch operation has no post-action verification or validate-then-confirm checkpoint, so workflow clarity is capped at 3 per the rubric.

3 / 5

Progressive Disclosure

Section headers provide structure and there is a one-level reference to /unity-initial-setup, but the full input and output JSON schemas are large inlined reference content that would be better placed in a separate file, leaving organization only partially optimized.

3 / 5

Total

13

/

20

Passed

Description

70%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 distinct, naming the concrete action and edge-case handling in third person, but lacks an explicit "Use when..." trigger clause, which caps completeness. Trigger terms are domain-appropriate though not exhaustive.

Suggestions

Add an explicit trigger clause such as "Use when the user asks to remove or destroy components attached to a GameObject." to raise completeness.

Include a couple of natural user phrasings/synonyms (e.g. "remove components", "delete components") to broaden trigger-term coverage.

DimensionReasoningScore

Specificity

Names the concrete action ("Destroy one or more Components from a target GameObject") plus an edge-case behavior ("Missing (null) components are skipped") and prerequisite tools, giving several specific actions with only minor coverage gaps.

4 / 5

Completeness

Has a clear "what" but no explicit "Use when..." trigger clause — the "Use 'gameobject-find'..." line is usage guidance, not a trigger, so per the guideline completeness is capped at 3.

3 / 5

Trigger Term Quality

Uses natural Unity-domain terms a user would say ("Destroy", "Components", "GameObject") and references sibling tools by name; a few synonyms or phrasings users might say are missing.

4 / 5

Distinctiveness Conflict Risk

Targets a narrow Unity niche (destroying components on a GameObject) with distinct triggers and clear separation from the find/get companion tools, giving minimal conflict risk.

5 / 5

Total

16

/

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.