CtrlK
BlogDocsLog inGet started
Tessl Logo

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.

62

Quality

72%

Does it follow best practices?

Run evals on this skill

Adds up to 20 points to the overall score

View guide

SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

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

Quality

Content

73%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 actionable and well-structured for a single-purpose tool skill, with executable CLI examples and clear sections. Its main weakness is conciseness: parameters are described twice and the GameObjectRef $defs are duplicated across the Input and Output schemas.

Suggestions

Remove the duplicate parameter list — keep either the Inputs bullets or the Input table, not both — and fill in the empty `primitiveType` description.

De-duplicate the `AIGD.GameObjectRef` / `UnityEngine.Vector3` $defs between the Input and Output JSON schemas (reference one shared definition instead of repeating it).

Use a real Vector3 object example for `position`/`rotation`/`scale` in the How-to-Call sample instead of `"string_value"` so the example is copy-paste correct.

DimensionReasoningScore

Conciseness

Mostly efficient with clear sections, but the parameter list is described twice (Inputs bullets and the Input table — the latter with an empty `primitiveType` description) and the full `AIGD.GameObjectRef` $defs are duplicated verbatim between the Input and Output JSON schemas, which is notable token padding.

3 / 5

Actionability

Provides concrete, executable CLI commands (`unity-mcp-cli run-tool gameobject-create --input ...`, `--input-file`, stdin pipe) plus concrete troubleshooting fixes; minor gap is that the example uses `"string_value"` placeholders for `position`/`rotation`/`scale` which are actually Vector3 objects.

4 / 5

Workflow Clarity

This is a single-purpose creation skill with an unambiguous single action — call the tool with the JSON input — and a concrete troubleshooting path for the CLI-not-found case; no validation feedback loop is required for a non-destructive create operation.

5 / 5

Progressive Disclosure

Well-organized into clearly headed sections (Inputs, How to Call, Troubleshooting, Input, Output) with a one-level-deep, clearly signaled reference to the /unity-initial-setup skill; the large inline and duplicated JSON schemas are a minor organization gap but no nested references exist.

4 / 5

Total

16

/

20

Passed

Description

71%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.

The description is specific and capability-rich with strong concrete actions, but lacks an explicit 'Use when...' trigger clause, which caps its completeness. Trigger terms are good but could add common synonyms like 'add' or 'spawn'.

Suggestions

Add an explicit 'Use when...' clause, e.g. 'Use when the user asks to create, add, or spawn a GameObject in a Prefab or Scene.'

Include common user phrasings as triggers — 'add', 'spawn', 'empty object' — alongside the existing terms.

Clarify the default (empty GameObject) versus primitive spawning in a way that doubles as a natural trigger phrase.

DimensionReasoningScore

Specificity

Lists multiple concrete actions — 'Create a new GameObject', 'optionally parented under another GameObject', 'pre-positioned', and 'spawn a Unity primitive (Cube, Sphere, etc.)' — giving comprehensive coverage of the tool's capabilities.

5 / 5

Completeness

The 'what' is clear and detailed, but there is no explicit 'Use when...' trigger clause; per the rubric a missing explicit trigger guidance caps completeness at 3 even though the 'when' is weakly implied by 'in the currently opened Prefab or active Scene'.

3 / 5

Trigger Term Quality

Good natural-term coverage ('Create a new GameObject', 'Prefab', 'active Scene', 'Unity primitive', 'Cube, Sphere'), but a few common phrasings a user might say ('add', 'spawn', 'empty object') are missing and there are no synonym-style triggers.

4 / 5

Distinctiveness Conflict Risk

Clear Unity GameObject-creation niche with distinct triggers and minimal conflict risk, though it could overlap with sibling Unity skills that share the 'GameObject'/'Prefab' terms.

4 / 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

Table of Contents

Is this your skill?

If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.