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gameobject-component-get

Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.

55

Quality

69%

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

Quality

Content

48%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 well-sectioned and the CLI call, path syntax, and parameter semantics are clear, but it is dominated by ~260 lines of inlined machine-generated JSON schemas plus a duplicated input listing, and the only example uses placeholder values. Moving the schemas to reference files and adding one worked example would substantially improve it.

Suggestions

Move the Input/Output JSON schemas (~260 lines) into a references/ file (e.g., references/schema.md) and link to it, keeping only the parameter table and path syntax inline.

Replace the "string_value" placeholders with one worked example using realistic values (e.g., a gameObjectRef path like "character" and componentRef index 0, and a `paths` array such as ["m_Speed", "targets/[0]"]), showing the `paths` argument in its correct array form.

Remove the duplication between the '## Inputs' bullet list and the '## Input' table, keeping one canonical parameter reference.

State the prerequisite sequence explicitly in the body: run gameobject-find to list components before invoking this tool.

DimensionReasoningScore

Conciseness

Roughly 260 of ~330 lines are machine-generated Input/Output JSON schemas, and the '## Inputs' bullet list duplicates the '## Input' table nearly verbatim. This is noticeably verbose with padded sections, matching anchor 2 rather than 3, where excess would be limited to isolated over-explanation.

2 / 5

Actionability

The 'How to Call' section gives a real CLI command structure, and path syntax plus troubleshooting are concrete, but every argument is a "string_value" placeholder (with `paths`, an array, misleadingly shown as a string) and no worked example with actual values exists. This fits anchor 3 — concrete guidance with key details missing — rather than 4, since nothing is copy-paste executable.

3 / 5

Workflow Clarity

This is a single, read-only tool invocation with unambiguous parameters, explicit mutual-exclusion rules for paths/viewQuery, and a troubleshooting section. It scores 4 rather than 5 because the prerequisite step (list components via gameobject-find first) is only implied in the body rather than sequenced explicitly.

4 / 5

Progressive Disclosure

No bundle files exist and ~80% of the body is inline JSON schema content that clearly belongs in a references/ file, yet section headers provide reasonable structure and navigation. This sits between anchor 2 (content that belongs in separate files is inlined) and anchor 4 (most content appropriately placed), landing on 3.

3 / 5

Total

12

/

20

Passed

Description

75%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.

A specific, well-scoped Unity tool description with concrete capabilities and parameter names, but it lacks any explicit 'use when' trigger guidance. The only trigger-adjacent sentence delegates to a companion skill rather than stating when this skill applies.

Suggestions

Add a 'Use when...' clause stating when to invoke this skill (e.g., 'Use when you need to inspect a component's data before modifying it, or when a token-saving scoped read of specific fields is needed').

Add natural synonyms users would say, such as 'inspect component data' or 'Unity component values', to strengthen trigger coverage.

Clarify the relationship to gameobject-find as a sequencing step ('Use gameobject-find first to list components') rather than as the skill's only trigger guidance.

DimensionReasoningScore

Specificity

"Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`" lists multiple concrete actions with named parameters in third person, matching the comprehensive-coverage anchor. It is not 4 because coverage of the tool's capabilities is complete rather than having minor gaps.

5 / 5

Completeness

The "what" is clear and specific, but there is no "Use when..." trigger clause; the only trigger-adjacent text, "Use 'gameobject-find' to list components first", describes a companion tool rather than when to invoke this skill. Per the judging guideline, a missing explicit trigger clause caps completeness at 3.

3 / 5

Trigger Term Quality

Terms like "Component", "GameObject", "enabled state", "serialized fields and properties", and "token-saving" are natural phrasings, but a few natural synonyms are missing (e.g., "inspect", "Unity", "read component values"). Good coverage without full synonym/extension breadth, so it fits the 4 anchor rather than 5.

4 / 5

Distinctiveness Conflict Risk

The description occupies a clear Unity GameObject/Component inspection niche and explicitly disambiguates from the sibling 'gameobject-find' skill, so conflict risk is minimal. It clearly matches the 5 anchor rather than 4, which presumes overlap with closely related skills.

5 / 5

Total

17

/

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

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