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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.

59

Quality

74%

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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

61%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-organized, executable reference for a single-purpose destructive tool, with a ready-to-run CLI command and clear input/output contracts. Its weaknesses are inline schema bulk, a placeholder instead of a real example value, and no explicit post-destroy verification step despite the destructive nature of the operation.

Suggestions

Add an explicit post-destroy verification step (e.g. re-run gameobject-find or check that the returned DestroyedPath no longer resolves) with an error-recovery loop, since this is a destructive batch operation.

Replace the placeholder "string_value" with a concrete example such as "{ \"instanceID\": 12345 }" or "{ \"path\": \"character/hand/finger\" }" so the command is copy-paste ready for the common case.

Trim the input-file/stdin boilerplate to the single most useful variant and drop the duplicated table row that restates the schema description.

DimensionReasoningScore

Conciseness

Roughly 80 of ~135 lines are verbatim JSON schema dumps, the input table row duplicates its schema description, and the input-file/stdin heredoc boilerplate exceeds what this simple tool requires — more than the minor trimming a score of 4 allows.

3 / 5

Actionability

"unity-mcp-cli run-tool gameobject-destroy --input '...'" is copy-paste ready with CLI-missing troubleshooting, but the example value is the placeholder "string_value" rather than a concrete ref like an instanceID or hierarchy path, so the common case goes unexampled.

4 / 5

Workflow Clarity

This is a destructive recursive operation and while Behavior mentions the tool "Validates the gameObjectRef", there is no explicit post-destroy verification step or error-recovery loop, so the destructive-operation cap applies.

3 / 5

Progressive Disclosure

Sections (Behavior, How to Call, Troubleshooting, Input, Output) are clearly headed and well organized with no nested references, but the ~135-line body inlines the full JSON schemas that could sit in a reference file, so it falls short of a 5.

4 / 5

Total

14

/

20

Passed

Description

75%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 description that documents the action, its recursive behavior, both execution contexts, and return values in third person. Its main gap is the absence of an explicit "Use when..." trigger clause, which caps completeness, plus a missing "delete" synonym.

Suggestions

Add an explicit trigger clause, e.g. "Use when the user asks to destroy, delete, or remove a GameObject from the open Prefab or active Scene."

Include the natural synonym "delete" so the description matches how users commonly phrase removal requests.

Name the destructive/irreversible nature explicitly (e.g. "Deletion is immediate and cannot be undone") to sharpen trigger matching against sibling skills.

DimensionReasoningScore

Specificity

"Destroy a GameObject (and all nested children) in the currently opened Prefab or active Scene" and "Returns the destroyed GameObject's name, path, and instance ID for confirmation" give the concrete action, its scope, both execution contexts, and the return payload — comprehensive coverage of the tool's behavior.

5 / 5

Completeness

The "what" is fully explicit, but the only usage guidance is "Use 'gameobject-find' to locate the target first", which is a prerequisite ordering hint rather than an explicit "Use when..." trigger clause, so the cap applies.

3 / 5

Trigger Term Quality

Terms like "Destroy", "GameObject", "Prefab", "Scene", and "nested children" are natural phrases Unity users would say, but the common synonym "delete" is missing, so coverage is good rather than comprehensive.

4 / 5

Distinctiveness Conflict Risk

A clearly niched Unity Editor operation that names its sibling skill ('gameobject-find'), with distinct triggers (destroy/Prefab/Scene) and minimal overlap risk.

5 / 5

Total

17

/

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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