Content
57%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 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.
| Dimension | Reasoning | Score |
|---|---|---|
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 |