Content
70%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
A well-organized, executable tool reference whose calling conventions are unambiguous for a single-step operation. The main weaknesses are inline bulk (hundreds of lines of JSON schema, with the GameObjectRef definition duplicated between input and output schemas) and placeholder-only examples rather than a realistic worked call.
Suggestions
Move the Input and Output JSON schemas into a references/ file (e.g. references/schemas.md) and keep only a compact parameter table plus one realistic example in SKILL.md, cutting the body from ~410 to well under 100 lines.
Replace placeholder values ('string_value') in the How to Call example with a realistic call, e.g. a gameObjectRef like {"path": "character/hand/finger/particle"} with one or two toggles enabled, so the example is copy-paste runnable.
Remove the duplication: document each toggle and the path syntax once (either in the Toggles/Path syntax sections or the Input table), and state the GameObjectRef definition only once instead of repeating it inside the output schema.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The prose sections are tight and factual (Toggles, Path syntax, How to Call), but there is real duplication: the toggle semantics appear both in the 'Toggles' section and again in the Input table, the path syntax is stated twice, and the entire AIGD.GameObjectRef definition is repeated verbatim inside the output schema after already appearing in the input schema. Tightening these would move it toward the efficient anchors. | 3 / 5 |
Actionability | The 'How to Call' section gives fully executable CLI commands plus three input-delivery variants (--input, --input-file, stdin heredoc) and a troubleshooting fallback ('npm install -g unity-mcp-cli` or use `npx'), and the Input table documents every parameter. Not a 5 because the main example uses placeholder strings ('string_value') rather than a realistic gameObjectRef example (e.g. a path or instanceID), so it is not copy-paste-runnable as-is. | 4 / 5 |
Workflow Clarity | This is a single, unambiguous tool invocation with no multi-step process and no destructive or batch operations, so the simple-skill exception applies. The single action is unambiguous: the lookup order (opened Prefab first, then active scene) is stated up front, and invocation including CLI-not-found recovery is fully specified. | 5 / 5 |
Progressive Disclosure | There are no bundle files (references/, scripts/, assets/ are absent) and the body is a single ~410-line document. Section headers are clear and there is no misleading reference chain, but roughly 330 lines of inline JSON schema — especially the 230-line output schema and its duplicated GameObjectRef definition — is content that clearly belongs in a separate reference file, matching the 'some structure, content that should be separate is inline' anchor. | 3 / 5 |
Total | 15 / 20 Passed |