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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.

67

Quality

80%

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SecuritybySnyk

Passed

No findings from the security scan

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/gameobject-create/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 concrete CLI commands and troubleshooting, and the single-step workflow is unambiguous. It loses points on conciseness and progressive disclosure because inputs are repeated three times and the large JSON schemas are inlined with duplicated definitions rather than split out.

Suggestions

Collapse the three input representations into one: keep the JSON schema (or a trimmed parameter table) and drop the redundant "## Inputs" bullet list.

Extract the shared AIGD.GameObjectRef / UnityEngine.Vector3 $defs into a single referenced schema file so the input and output schemas don't each repeat them.

Tighten the intro line ("reduce amount of operations") into a clear directive, e.g. "Provide position/rotation/scale to set the transform in one call instead of follow-up moves."

DimensionReasoningScore

Conciseness

The same inputs are listed three times — the "## Inputs" bullets, the "## Input" table, and the "### Input JSON Schema" — and the full AIGD.GameObjectRef $defs block is duplicated verbatim in both the input and output schemas, so it is mostly useful but visibly redundant and could be tightened.

2 / 3

Actionability

Provides a fully executable invocation (`unity-mcp-cli run-tool gameobject-create --input '{...}'`) plus concrete file/stdin alternatives and a troubleshooting fix (`npm install -g unity-mcp-cli` / `npx`), matching the 'Fully executable code/commands; copy-paste ready' anchor.

3 / 3

Workflow Clarity

This is a simple single-task skill whose single action (run the CLI tool) is unambiguous and non-destructive, so per the simple-skills scoring note workflow clarity can score 3.

3 / 3

Progressive Disclosure

At ~220 lines it exceeds the small-skill threshold, and the large inline JSON schemas (which could live in a reference file) plus the duplicated Inputs/Input sections show structure that could be better organized, matching the 'content that should be separate is inline' anchor.

2 / 3

Total

10

/

12

Passed

Description

82%

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-targeted description using natural Unity vocabulary and concrete actions, written in proper third-person voice. Its only real gap is the missing explicit 'Use when...' trigger clause, which caps completeness at 2.

Suggestions

Append an explicit trigger clause, e.g. "Use when the user asks to create, add, or spawn a GameObject (empty or primitive) in a Prefab or Scene."

Add common user phrasings like "add an empty object", "spawn a cube/sphere", or "create a child of <GameObject>" to broaden trigger-term coverage.

DimensionReasoningScore

Specificity

Lists multiple concrete actions in third person — "Create a new GameObject", "optionally parented under another GameObject and pre-positioned", "Pass `primitiveType` to spawn a Unity primitive (Cube, Sphere, etc.)" — each tied to specific behavior, matching the 'Lists multiple specific concrete actions' anchor.

3 / 3

Completeness

It clearly answers 'what' (create/parent/pre-position/spawn primitive) but has no "Use when..." clause or equivalent explicit trigger guidance, so per the judging guidelines completeness is capped at 2.

2 / 3

Trigger Term Quality

Natural Unity vocabulary a user would actually say — "GameObject", "Prefab", "Scene", "primitive", "Cube", "Sphere" — gives good coverage, matching the 'Good coverage of natural terms users would say' anchor.

3 / 3

Distinctiveness Conflict Risk

The Unity GameObject-creation niche (Prefab/Scene, primitiveType, parenting) is specific and unlikely to trigger for unrelated skills, matching the 'Clear niche with distinct triggers' anchor.

3 / 3

Total

11

/

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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