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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`.

59

Quality

74%

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

Quality

Content

70%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.

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.

DimensionReasoningScore

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

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.

A specific, well-scoped description in third person that clearly states what the tool does and its Unity domain vocabulary. Its main weakness is the absence of any 'Use when...' trigger guidance, which caps completeness and leaves invocation conditions implicit.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user asks to find, inspect, or read a specific GameObject, component values, or hierarchy in an opened Prefab or the active Scene.'

Include a couple of natural synonyms or file triggers users would say, such as '.prefab', 'locate a GameObject', or 'inspect a GameObject', to strengthen trigger-term coverage.

Briefly differentiate from sibling skills (e.g. 'for listing all objects use gameobject-...; this finds one specific object') to reduce overlap risk with related Unity tools.

DimensionReasoningScore

Specificity

Phrases like 'Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene' and 'Optionally include editable data, components preview, bounds, and limited hierarchy' name the domain and several concrete capabilities, including 'token-saving path-scoped reads via `paths` or `viewQuery`'. Not a 5 because the core action is a single 'find' operation and the returned information (children, reference fields) is only partially enumerated.

4 / 5

Completeness

The 'what' is clear and concrete, but there is no 'Use when...' clause or equivalent trigger guidance — the description never states when Claude should reach for this skill versus other GameObject tools. Per the rubric guidelines, a missing 'Use when' clause caps completeness at 3.

3 / 5

Trigger Term Quality

Natural Unity vocabulary a user would say is present: 'GameObject', 'Prefab', 'Scene', 'hierarchy', 'bounds', 'components'. Missing a few natural variations and file-extension triggers (e.g. '.prefab', '.unity', 'locate/look up a GameObject'), so it falls just short of the comprehensive anchor.

4 / 5

Distinctiveness Conflict Risk

The narrow niche (finding a GameObject in an opened Prefab or active Scene, with path-scoped reads) is well-differentiated from generic skills and states its own scoping rule. Minor overlap risk remains with sibling Unity skills such as scene-hierarchy listing or component-read tools, which the description does not explicitly disambiguate.

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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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