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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.

61

Quality

71%

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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

68%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, actionable, and self-contained with executable commands and complete schemas. Its main weakness is the missing validation/verification checkpoint for a recursive-destroy (destructive) operation, which caps workflow clarity.

Suggestions

Add an explicit pre-destruction validation step, e.g., 'Before destroying, confirm the resolved GameObject's name/path matches the intended target,' and a post-destroy check that the returned DestroyedPath matches expectations.

Replace the placeholder gameObjectRef value ('string_value') with a realistic example (a path like 'character/hand/finger' or an instanceID) so the example covers the common cases.

Trim redundancy by collapsing the three CLI invocation forms to one primary plus a one-line pointer to --input-file for complex input, and avoid restating the description verbatim in the opening sentence.

DimensionReasoningScore

Conciseness

Largely efficient with clear sections and necessary schema content, but contains minor padding: the opening sentence restates the description almost verbatim and the three CLI invocation forms (inline, --input-file, stdin pipe) are partly redundant for a single-tool doc.

4 / 5

Actionability

Provides copy-paste-ready, executable CLI commands plus troubleshooting fallbacks (npx, npm install -g) and a complete input schema, with the minor gap that the example gameObjectRef value is a placeholder ('string_value') rather than a realistic path or instanceID.

4 / 5

Workflow Clarity

The find -> destroy -> confirmation-record sequence is clear, but there is no pre-destruction validation checkpoint for this recursive-destroy operation, and the rubric caps destructive/batch workflows lacking validation at 3.

3 / 5

Progressive Disclosure

Well-organized with clear section headers and a single, appropriate one-level-deep cross-reference to the unity-initial-setup skill; the inlined JSON schemas are somewhat bulky but reasonable for a single-tool API doc, leaving minor organization gaps.

4 / 5

Total

15

/

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.

The description is specific, distinct, and uses accurate Unity terminology with a strong 'what' statement and good action coverage. Its main weakness is the absent explicit 'Use when...' trigger guidance, which leaves the 'when' only weakly implied.

Suggestions

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

Include natural synonyms like 'delete' and 'remove' alongside 'Destroy', and 'hierarchy' alongside 'nested children', to broaden trigger-term coverage.

Optionally mention the recursive nature earlier as a trigger signal (e.g., 'delete a GameObject and all its children') to aid natural-language matching.

DimensionReasoningScore

Specificity

Names the domain (GameObject/Prefab/Scene) and lists multiple concrete actions — recursive destroy of nested children, returning name/path/instanceID for confirmation, and locating the target via gameobject-find — giving comprehensive coverage of the operation.

5 / 5

Completeness

The 'what' is explicit and detailed, but there is no explicit 'Use when...' trigger clause — the only 'Use...' sentence ('Use gameobject-find to locate the target first') is a procedural prerequisite, not a trigger, so the missing 'when' caps completeness at 3 per the rubric guideline.

3 / 5

Trigger Term Quality

Includes the canonical Unity terms users would naturally say (GameObject, nested children, Prefab, Scene, instance ID), but omits common synonyms such as 'delete/remove' and 'hierarchy', leaving a few natural terms missing.

4 / 5

Distinctiveness Conflict Risk

A clear, narrow niche (destroying GameObjects in Unity) with an explicit cross-reference to gameobject-find that disambiguates it from the find skill, giving minimal conflict 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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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