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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.

60

Quality

70%

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

Quality

Content

70%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.

A well-structured, executable tool-reference skill with a clear CLI call and path syntax, scoring well on actionability and workflow clarity. It is held back by redundant parameter listings and heavy inlined JSON schemas that bypass progressive disclosure.

Suggestions

Move the full input and output JSON schemas into separate reference files (e.g. references/input-schema.json, references/output-schema.json) and link to them one level deep, keeping only a compact parameter table inline.

Remove one of the three redundant parameter listings (the 'Inputs' bullets duplicate the 'Input' table) to cut tokens.

Replace the generic 'string_value' placeholders in the How-to-Call example with a realistic gameObjectRef/componentRef example so the command is immediately runnable.

DimensionReasoningScore

Conciseness

The body avoids explaining concepts Claude already knows, but it triplicates the parameter listing (the 'Inputs' bullets, the 'Input' table, and the full input JSON schema) and embeds two large JSON schema blocks (~190 lines), which is noticeable redundancy that could be tightened; not below 3 because the content is reference data rather than padded prose.

3 / 5

Actionability

Provides a concrete, copy-paste-ready CLI invocation plus --input-file and stdin variants and a documented path syntax with examples, but the example uses generic 'string_value' placeholders and the table lists types as 'any', leaving minor gaps versus fully realistic examples.

4 / 5

Workflow Clarity

This is a single read-only inspection action (call the tool to get component info) with an unambiguous call and a clearly stated prerequisite ('Use gameobject-find to list components first'); it is non-destructive and non-batch, so the validation cap does not apply and the simple-skill exception yields a 5.

5 / 5

Progressive Disclosure

Sections are reasonably organized (Inputs, Path-scoped reads, Path syntax, How to Call, Troubleshooting, Input, Output), but no bundle/reference files exist and the large input/output JSON schemas are fully inlined in SKILL.md rather than split into one-level-deep reference files.

3 / 5

Total

15

/

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.

A specific, well-scoped Unity component-inspection description that clearly states what data is returned and distinguishes itself from its sibling listing tool. Its main weakness is the absence of an explicit 'Use when...' trigger clause, which caps completeness at 3.

Suggestions

Add an explicit trigger clause, e.g. 'Use when you need to inspect a specific component's fields/properties or read a scoped subset of component data on a GameObject.'

Include a couple of natural user phrasings as triggers (e.g. 'inspect component', 'get component values') alongside the existing 'Component'/'GameObject' terms.

DimensionReasoningScore

Specificity

Names concrete returned data ('type, enabled state, and (optionally) serialized fields and properties') plus a distinct path-scoped read mode via 'paths' or 'viewQuery', but the action set is essentially one verb ('Get') with sub-fields rather than many distinct operations, so it sits just below the comprehensive anchor 5.

4 / 5

Completeness

The 'what' is clear ('Get detailed information about a specific Component... type, enabled state, and serialized fields and properties'), but there is no explicit 'Use when...' trigger clause; the only 'Use' line points to the prerequisite tool gameobject-find, not to when this skill itself applies, so completeness is capped at 3 per the rubric guideline.

3 / 5

Trigger Term Quality

Natural Unity terms a user would say ('Component', 'GameObject') appear alongside the sibling tool 'gameobject-find', giving good keyword coverage, though synonyms like 'inspect component' or 'read component fields' are absent and 'viewQuery'/'path-scoped reads' lean technical.

4 / 5

Distinctiveness Conflict Risk

It carves a clear niche (detail inspection of one specific Component) and explicitly names the complementary 'gameobject-find' for listing, minimizing overlap and conflict risk within the Unity tool family.

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

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