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gameobject-find

Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.

57

Quality

65%

Does it follow best practices?

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SecuritybySnyk

Passed

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

Quality

Content

62%

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 example, but is token-inefficient due to massive inline JSON schemas and lacks progressive disclosure into separate reference files.

Suggestions

Move the input and output JSON schemas into separate reference files (e.g., references/input-schema.json, references/output-schema.json) and link to them, keeping only essential fields inline.

Trim boilerplate schema descriptions and the duplicated AIGD.GameObjectRef def (present in both input and output schemas) to reduce redundancy.

Consolidate the prose Input table with the schema so each parameter is documented once instead of twice.

DimensionReasoningScore

Conciseness

The body is dominated by ~330 lines of inline auto-generated JSON schemas with boilerplate descriptions, padding the document with content that should be offloaded and explaining things Claude already knows.

1 / 3

Actionability

Provides a fully executable CLI invocation with concrete args plus stdin/file variants, real path-syntax examples, and troubleshooting steps — copy-paste ready.

3 / 3

Workflow Clarity

This is a single read-only tool call made unambiguous by the 'How to Call' section with troubleshooting; as a simple non-destructive skill it qualifies for a top score.

3 / 3

Progressive Disclosure

No bundle files exist and the large input/output JSON schemas are inlined rather than split into reference files, so content that should be separate is inline despite reasonable section organization.

2 / 3

Total

9

/

12

Passed

Description

67%

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 and distinctive with concrete capabilities, but lacks an explicit 'Use when...' trigger clause and relies on somewhat jargon-heavy terms without natural variations.

Suggestions

Add an explicit 'Use when...' clause naming natural trigger phrases (e.g., 'Use when locating a GameObject by instanceID, path, or name in a Prefab or Scene').

Include common natural-language synonyms alongside technical terms so users who say 'find object in scene' or 'look up prefab node' match this skill.

DimensionReasoningScore

Specificity

Lists multiple concrete capabilities — 'Find a specific GameObject', 'include editable data, components preview, bounds, and limited hierarchy', and 'path-scoped reads via `paths` or `viewQuery`' — rather than vague language.

3 / 3

Completeness

Clearly states what the skill does but provides no explicit 'Use when...' trigger clause, so the 'when' is only implied; per guidelines this caps completeness at 2.

2 / 3

Trigger Term Quality

Uses relevant Unity domain terms (GameObject, Prefab, Scene, components, bounds, hierarchy) a user would say, but is jargon-heavy and lacks natural variation or synonyms, so it is not full coverage.

2 / 3

Distinctiveness Conflict Risk

Scoped to a specific Unity MCP GameObject lookup with Prefab-vs-Scene behavior and distinct toggles, giving it a clear niche unlikely to conflict with other skills.

3 / 3

Total

10

/

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

Table of Contents

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