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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.

62

Quality

72%

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

Quality

Content

77%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is highly actionable with executable invocation examples and a clear single-tool workflow, but it is token-heavy due to triplicated input documentation and large inline JSON schemas that should be split into reference files.

Suggestions

Collapse the prose "Inputs", the "Input" table, and the full "Input JSON Schema" into a single source of truth to remove redundancy.

Move the large input/output JSON schemas (with all nested $defs) into reference files under references/ and link to them from SKILL.md, keeping only the essential field summary inline.

DimensionReasoningScore

Conciseness

It avoids explaining concepts Claude already knows, but inputs are described three times (prose "Inputs", the "Input" table, and the full "Input JSON Schema") and the inline input/output schemas with all nested $defs are large and largely redundant — efficient enough but could be tightened, matching the mostly-efficient anchor rather than the lean anchor at 3.

2 / 3

Actionability

The "How to Call" section provides copy-paste-ready executable commands with --input, --input-file, and stdin variants plus a troubleshooting note, matching the fully-executable/copy-paste-ready anchor rather than the pseudocode-or-incomplete anchor at 2.

3 / 3

Workflow Clarity

This is a simple read-only single-tool skill; per the simple-skills note workflow_clarity can score 3 when the single action is unambiguous, and the body clearly sequences the prerequisite ("Use 'gameobject-find' tool to get the list of all components") before the call.

3 / 3

Progressive Disclosure

There are no bundle files and all content — including the large inline input/output JSON schemas with full $defs — lives in SKILL.md; the ~330-line document has good section structure but content that could be split into reference files is inline, matching the some-structure-but-could-be-better-organized anchor rather than the split-with-references anchor at 3.

2 / 3

Total

10

/

12

Passed

Description

67%

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 well-scoped to a distinct Unity niche, but it lacks an explicit 'Use when...' trigger clause and natural-term variations, capping completeness and trigger_term_quality at 2.

Suggestions

Add an explicit 'Use when...' trigger clause naming common phrasings users would say (e.g. 'Use when inspecting a component's data, checking whether a component is enabled, or reading specific fields').

Include natural-language variations alongside the technical terms (e.g. 'component info', 'get component fields', 'inspect a component') to broaden trigger coverage.

DimensionReasoningScore

Specificity

It lists several concrete actions — get "type, enabled state, and (optionally) serialized fields and properties" plus "path-scoped reads via `paths` or `viewQuery`" — matching the multiple-specific-actions anchor rather than the single-domain anchor at 2.

3 / 3

Completeness

It clearly states what ("Get detailed information about a specific Component") but the only when-guidance is the sequencing hint "Use 'gameobject-find' to list components first", which implies rather than explicitly triggers; per the rubric a missing 'Use when...' clause caps this at 2.

2 / 3

Trigger Term Quality

It uses relevant domain terms a Unity user would say ("Component", "GameObject", "fields and properties"), but offers no common phrasing variations (e.g. "inspect component", "get component data") and no explicit trigger clause, so it stays at the some-keywords-but-incomplete anchor.

2 / 3

Distinctiveness Conflict Risk

It carves a clear Unity-component-inspection niche and explicitly names the sibling 'gameobject-find' skill, making it unlikely to trigger for the wrong skill — matching the clear-niche anchor rather than the overlap-prone anchor at 2.

3 / 3

Total

10

/

12

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

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