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gameobject-create

Create a new GameObject in the currently opened Prefab or active Scene, optionally parented under another GameObject and pre-positioned. Pass `primitiveType` to spawn a Unity primitive (Cube, Sphere, etc.) instead of an empty GameObject.

56

Quality

70%

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SecuritybySnyk

Passed

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

Quality

Content

56%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-structured with executable CLI invocation patterns and useful troubleshooting, but it is redundant (inputs defined three times, bulky inline schemas) and its primary example would not run as shown because object-typed parameters are given as "string_value" placeholders. It would be substantially stronger with one canonical input definition and a realistic worked example.

Suggestions

Replace the placeholder example with a realistic one, e.g. "name": "Player Spawn", "position": {"x": 0, "y": 1, "z": 0}, "primitiveType": "Cube".

Eliminate the triple input definition — keep either the bullet list or the table, and move the full JSON schemas to a reference file (e.g. references/schemas.md).

Fill in the empty description for primitiveType in the input table and state its allowed values (Sphere, Capsule, Cylinder, Cube, Plane, Quad).

DimensionReasoningScore

Conciseness

The body defines inputs three times (the "## Inputs" bullets, the "## Input" table, and the ~100-line inline JSON schema), which is significant redundancy; there is no concept over-explanation, but the file could clearly be tightened by keeping one canonical input definition.

3 / 5

Actionability

Concrete CLI commands in three forms (inline JSON, --input-file, stdin heredoc) plus install troubleshooting are provided, but the main example passes "string_value" for object-typed params (position/rotation/scale/parentGameObjectRef/primitiveType) and primitiveType's table description is empty, so no copy-paste-ready invocation with real values exists.

3 / 5

Workflow Clarity

As a simple single-action skill the one call is unambiguous with fallbacks (input-file, stdin, npx), but the placeholder-vs-object type mismatch in the example leaves minor gaps; it does not reach 5 because a reader must reconcile the schema to build a valid call.

4 / 5

Progressive Disclosure

The file is well-sectioned with no nested references, but ~120 lines of input/output JSON schemas are inlined that could live in separate reference files, and there are no bundle files to offload them; structure exists but content placement could be better organized.

3 / 5

Total

13

/

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, third-person description that names concrete capabilities and stays distinct from neighboring skills, but it lacks any "Use when..." trigger clause, which both caps completeness and slightly weakens trigger discoverability. Adding one sentence on when to invoke it would lift it to the top anchor level.

Suggestions

Append an explicit trigger clause, e.g. "Use when the user asks to create, spawn, or add a GameObject (including primitives like Cube or Sphere) in the open Prefab or Scene."

Include a few more natural trigger variations such as "hierarchy" or "empty GameObject" to broaden keyword coverage.

Consider mentioning rotation/scale support (e.g. "with optional transform values") instead of only "pre-positioned" to close the specificity gap.

DimensionReasoningScore

Specificity

The description lists several concrete actions — "Create a new GameObject", "optionally parented under another GameObject", "pre-positioned", "spawn a Unity primitive (Cube, Sphere, etc.)" — but comprehensive coverage (5) is not quite reached since naming and full transform control are only implied by "pre-positioned".

4 / 5

Completeness

The "what" is clear and concrete, but there is no "Use when..." clause or equivalent explicit trigger guidance, which caps completeness at 3 per the judging guidelines.

3 / 5

Trigger Term Quality

Natural terms users would say are present ("GameObject", "Prefab", "Scene", "spawn", "Cube", "Sphere", "parent"), giving good keyword coverage, though a few common variations ("hierarchy", "empty object", "Unity editor") are missing from the 5-anchor standard.

4 / 5

Distinctiveness Conflict Risk

It occupies a clear niche (Unity GameObject creation in a Prefab/Scene, with the primitive variant explicitly disambiguated from the empty-GameObject default), so conflict with other skills' triggers is minimal.

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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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