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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

64%

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

Quality

Content

63%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 skill body is well-structured and gives executable guidance for a single-purpose read tool, but it inlines large auto-generated JSON schemas that would be better placed in a separate reference file, and lacks a realistic worked example.

Suggestions

Move the full input and output JSON schemas into a separate reference file (e.g. references/schemas.md) and link to it, keeping only a compact summary inline.

Replace the placeholder 'string_value' in the How-to-Call example with a realistic gameObjectRef (e.g. {"instanceID": 12345} or {"path": "character/hand"}) and show a toggles-on example.

Add a brief note on how to interpret/verify the returned GameObjectData (e.g. checking Reference.instanceID or reading Data/Components).

DimensionReasoningScore

Conciseness

The prose sections are lean and avoid explaining concepts Claude already knows, but the two full inlined JSON schemas (~400 lines of auto-generated reference material) are bulk that doesn't earn its place in SKILL.md and could be referenced instead, keeping it below a 4.

3 / 5

Actionability

Provides an executable bash invocation plus stdin/file alternatives and a typed input table, but the example uses placeholder 'string_value' for gameObjectRef rather than a realistic worked example (e.g. instanceID or path) showing toggles in action, which keeps it from a 5.

4 / 5

Workflow Clarity

As a non-destructive single-purpose read tool, the simple-skill exception applies and the action is unambiguous, with the Prefab-then-Scene lookup precedence clearly sequenced and a troubleshooting note; it falls just short of 5 for lack of any explicit verification/interpretation guidance for the returned data.

4 / 5

Progressive Disclosure

Section structure is clear and the one external reference (/unity-initial-setup) is one-level and signaled, but the full input/output JSON schemas are inlined into SKILL.md rather than split into a separate reference file, matching the 'content that should be separate is inline' anchor.

3 / 5

Total

14

/

20

Passed

Description

66%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 and distinguishes a clear Unity niche, but it omits an explicit 'Use when...' trigger clause, which caps its completeness. Keyword coverage is good but lacks synonyms.

Suggestions

Add an explicit 'Use when...' clause, e.g. 'Use when the user asks to locate or inspect a GameObject, its components, bounds, or hierarchy in an opened Prefab or active Scene.'

Include natural trigger synonyms like 'find object by name/path/instanceID' to broaden keyword coverage.

Tighten 'components preview' and 'limited hierarchy' into more concrete phrasing (e.g. 'shallow component list' and 'hierarchy up to a configurable depth').

DimensionReasoningScore

Specificity

Lists several concrete capabilities ('include editable data, components preview, bounds, and limited hierarchy' plus path-scoped reads via paths/viewQuery), but 'components preview' and 'limited hierarchy' leave minor gaps in coverage, stopping short of a fully comprehensive 5.

4 / 5

Completeness

The 'what' is clear (find a GameObject with optional data/hierarchy/path-scoped reads), but there is no 'Use when...' clause or equivalent explicit trigger guidance, which per the guidelines caps completeness at 3.

3 / 5

Trigger Term Quality

Natural Unity terms a user would say are present ('GameObject', 'Prefab', 'Scene', 'components', 'bounds', 'hierarchy'), but it lacks synonyms and variations (e.g. 'find object by path/name') that would warrant a 5.

4 / 5

Distinctiveness Conflict Risk

The Prefab/Scene GameObject-lookup niche is clearly Unity-specific and distinct, with only minor overlap risk against sibling gameobject-* tools sharing the same ref model.

4 / 5

Total

15

/

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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