Content
72%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 a concrete CLI command and precise behavioral detail, and it is well-organized for a single-tool skill. It loses points for redundant input descriptions and a missing verification checkpoint after the batch duplication.
Suggestions
Consolidate the gameObjectRefs input into one place (drop either the Inputs list or the Input table) and trim or externalize the full JSON schemas to cut tokens.
Add a post-duplication verification step, e.g. inspect the post-call Selection to confirm the duplicates were created, since this is a batch operation.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | Mostly efficient with no concept-explaining fluff, but the gameObjectRefs input is described three times (Inputs list, Input table, and a full embedded JSON schema) and the large input/output schemas add tokens that could be trimmed or referenced. | 2 / 3 |
Actionability | Provides a copy-paste-ready `unity-mcp-cli run-tool gameobject-duplicate` command with --input, --input-file, and stdin variants, plus concrete API behavior (resolves refs on the main thread, sets Selection, invokes Unsupported.DuplicateGameObjectsUsingPasteboard, marks scenes dirty). | 3 / 3 |
Workflow Clarity | The find-then-duplicate sequence and atomicity-on-unresolved-ref are clear, but this is a batch operation with no post-duplication verification step, so workflow clarity is capped at 2 per the batch-operations guideline. | 2 / 3 |
Progressive Disclosure | No bundle files exist and the body is a self-contained, single-tool skill organized into clearly labeled sections (Inputs, Behavior, How to Call, Troubleshooting, schemas) with no nested references. | 3 / 3 |
Total | 10 / 12 Passed |