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gameobject-destroy

Destroy a GameObject (and all nested children) in the currently opened Prefab or active Scene. Returns the destroyed GameObject's name, path, and instance ID for confirmation. Use 'gameobject-find' to locate the target first.

63

Quality

73%

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SecuritybySnyk

Low

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

Quality

Content

65%

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

A highly actionable single-tool reference with concrete CLI commands and exact schemas, weakened by token-heavy inline schemas, a missing validation checkpoint for a destructive operation, and no progressive-disclosure structure to offload reference material.

Suggestions

Add an explicit verification step before destruction (e.g., confirm the resolved GameObject path/name with the caller, or run gameobject-find first and show the match) to satisfy the destructive-operation feedback-loop requirement and raise workflow_clarity.

Move the full input/output JSON schemas into a separate reference file (e.g., references/schema.md) and keep only the Input table and a one-line pointer in SKILL.md to improve both conciseness and progressive_disclosure.

Trim the three 'How to Call' variants to the single recommended stdin/--input-file form plus a one-line note, reducing redundancy.

DimensionReasoningScore

Conciseness

The body is mostly efficient (no over-explanation of Unity concepts) but pads tokens with two full inline JSON schemas and three invocation variants (inline, --input-file, stdin); the Input table also repeats the schema. It is not score 3 because the schemas and call variants could be tightened, and not score 1 because it avoids concept lecturing.

2 / 3

Actionability

Concrete, copy-paste commands ('unity-mcp-cli run-tool gameobject-destroy --input ...') plus exact input and output JSON schemas make the guidance fully executable; it is not score 2 because the code is real and complete rather than pseudocode.

3 / 3

Workflow Clarity

The single destroy action is unambiguous, but this is a destructive operation (removes the GameObject and all nested children) with no pre-destruction validation or verification checkpoint; the rubric caps destructive workflows at 2, and it is not score 3 because no feedback loop is provided.

2 / 3

Progressive Disclosure

Sections are clearly organized (Behavior, How to Call, Input, Output) with one signaled external skill pointer ('/unity-initial-setup'), but the ~134-line body keeps two full JSON schemas inline with no one-level-deep reference files. It is not score 1 because it is well sectioned, and not score 3 because it exceeds the simple-skill line count and does not split referenceable content into separate files.

2 / 3

Total

9

/

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-scoped description that states concrete actions and outputs in third person with natural Unity trigger terms. Its main weakness is the absence of an explicit 'Use when...' trigger clause, which caps completeness.

Suggestions

Add an explicit trigger clause such as 'Use when the user asks to destroy, delete, or remove a GameObject and its children from the opened Prefab or active Scene.' to raise completeness to 3.

Include common verb variations users might say (e.g., 'delete' or 'remove' a GameObject) alongside 'Destroy' to broaden trigger-term coverage.

Clarify that this is the destructive counterpart to 'gameobject-find' so the when-to-use distinction is explicit rather than implied.

DimensionReasoningScore

Specificity

Quotes 'Destroy a GameObject (and all nested children)', 'Returns the destroyed GameObject's name, path, and instance ID for confirmation', and 'Use 'gameobject-find' to locate the target first' — multiple concrete actions and outputs, matching the score-3 anchor; it is not score 2 because the actions are comprehensive and specific rather than partial.

3 / 3

Completeness

The 'what' is explicit ('Destroy a GameObject... Returns...') but there is no 'Use when...' or equivalent trigger clause; 'Use 'gameobject-find' to locate the target first' is a prerequisite, not a usage trigger, so the rubric caps completeness at 2 and it cannot reach 3.

2 / 3

Trigger Term Quality

Natural Unity terms a user would say — 'Destroy a GameObject', 'Prefab', 'Scene', 'nested children' — give good coverage; it is not score 2 because these are the canonical, varied domain keywords rather than a single generic phrase.

3 / 3

Distinctiveness Conflict Risk

A narrow Unity Editor niche (destroying GameObjects in a Prefab/Scene) with a distinct sibling pointer to 'gameobject-find' makes it unlikely to trigger the wrong skill; it is not score 2 because the scope is clearly delimited rather than overlapping.

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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