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.

52

Quality

66%

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 delivers executable CLI guidance with helpful troubleshooting and precise schema documentation, but it is inflated by duplicated schema blocks and a duplicate parameter section, and its primary call example uses placeholder values that don't match the parameter types. Most importantly for a destructive operation, it lacks any validation or verification step around the destroy call, capping workflow clarity at 3.

Suggestions

Add an explicit verification step after destruction, e.g. re-run gameobject-component-get on the GameObject to confirm the components are gone, and a caution to obtain correct ComponentRefs first since DestroyImmediate is irreversible.

Replace the '"string_value"' placeholders in the How to Call example with a realistic example payload (instanceID-based GameObjectRef and a ComponentRefList entry) so the command is copy-paste executable.

Deduplicate: keep one 'Inputs' section and move the full input/output JSON schemas to a reference file (or emit them once), removing the verbatim repeated ComponentRef definition.

DimensionReasoningScore

Conciseness

The material is tool reference rather than concept explanation, but ~130 lines of JSON schema are inlined with the 'AIGD.ComponentRef' block duplicated verbatim in both the input and output schemas, and the parameters are described twice ('## Inputs' bullet list and '## Input' table). Fits 'mostly efficient but could be tightened'; not a 2 since there is no concept over-explanation or padding prose.

3 / 5

Actionability

Concrete copy-paste CLI commands are given with --input-file and stdin variants, plus troubleshooting for a missing CLI, and schemas include concrete examples like 'character/hand/finger/particle'. Falls short of 5 because the primary example uses literal '"string_value"' placeholders for object-typed parameters (gameObjectRef, destroyComponentRefs), so it is not executable as written.

4 / 5

Workflow Clarity

The prerequisite sequence is stated (use gameobject-find / gameobject-component-get first) and the Error.NotFoundComponents throw with an available-components preview provides one feedback loop. However this is a destructive batch operation with no validation or verification step before or after destruction (e.g. re-list components to confirm), and the rubric explicitly caps workflow clarity at 3 for destructive/batch skills without validation.

3 / 5

Progressive Disclosure

Sections are clearly labeled and navigation within the file is easy, but the full input and output JSON schemas (~130 lines) are inlined into SKILL.md rather than split into reference files, and content is duplicated between them. Matches 'some structure but content that should be separate is inline'.

3 / 5

Total

13

/

20

Passed

Description

58%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 concrete and honest about behavior (including null-skip semantics) with good tool-level distinctiveness, but it lacks an explicit 'when to use this' trigger clause and natural synonyms like 'remove' or 'delete'. Adding a 'Use when...' sentence with user-natural phrases would lift completeness and trigger quality.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user asks to remove or delete a Component (e.g. a script or behaviour) from a GameObject in the Unity scene or prefab.'

Include natural synonyms ('remove', 'delete') so the description matches how users phrase the request.

Briefly name the counterpart 'gameobject-component-add' (if it exists) or the result semantics (returns the list of destroyed ComponentRefs) to further sharpen distinctiveness.

DimensionReasoningScore

Specificity

Concrete actions are explicit — 'Destroy one or more Components from a target GameObject', 'Missing (null) components are skipped — they cannot be destroyed', and the prerequisite 'identify the components first' — covering the core operation, its edge case, and its setup step. Not a 5 because coverage is narrow (single tool, no variation in capability), but well above the 3 anchor's '1-2 concrete actions'.

4 / 5

Completeness

The 'what' is clear (destroy components, skip nulls), but there is no explicit 'Use when...' trigger clause; 'Use gameobject-find and gameobject-component-get to identify the components first' is a workflow prerequisite, not usage-trigger guidance, so per the rubric this caps at 3.

3 / 5

Trigger Term Quality

Relevant keywords are present ('Destroy', 'Components', 'GameObject', 'null components'), but common natural variations users would say — 'remove component', 'delete component', 'Unity' — are missing. Fits the 'some relevant keywords but missing common variations or synonyms' anchor.

3 / 5

Distinctiveness Conflict Risk

A clear Unity GameObject/Component-destruction niche, with sibling tools named exactly ('gameobject-find', 'gameobject-component-get') to disambiguate. Minor overlap risk with other component-manipulation skills in the same tool family keeps it below 5.

4 / 5

Total

14

/

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.

Validation — 16 / 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.