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gameobject-modify

Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.

53

Quality

67%

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

Quality

Content

56%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 body is well structured with concrete CLI mechanics, a clear surface-precedence rule, and full schema documentation, but it never shows a worked example with real values and inlines the entire JSON schemas that belong in a reference file. Verification guidance exists but is thin for a batch-modification tool.

Suggestions

Move the Input/Output JSON schemas to a references/ file (e.g. references/schema.md) and keep a one-level-deep pointer plus a compact example in SKILL.md.

Add one end-to-end worked example with real values, e.g. a pathPatchesPerGameObject entry changing a Vector3 field on a named GameObject, including the expected Logs output.

Add a brief fix-and-retry loop: how to interpret Warning/Error LogEntry results when fields are ignored or not found, and what to do next.

DimensionReasoningScore

Conciseness

The prose sections are lean, but the ~140-line inline JSON schema largely duplicates the Input table and carries filler descriptions ('Array of GameObjects in opened Prefab or in the active Scene' repeated across defs). It is not 4 because the table-plus-schema duplication could be tightened; it is not 2 because nothing explains concepts Claude already knows.

3 / 5

Actionability

The CLI call forms are concrete and runnable (run-tool, --input-file, stdin heredoc) and the schema fully specifies structure, but the main example is placeholder template text ('"gameObjectRefs": "string_value"', which the schema says is an object array) and there is no worked example of a real diff or patch. It is not 4 because constructing the input is the crux of this tool and is never demonstrated; it is not 2 because the mechanics and path syntax are fully concrete.

3 / 5

Workflow Clarity

The single-invocation workflow is unambiguous: surface selection with a stated precedence order (jsonPatch → pathPatches → diff), path syntax, call command, and a verification cue ('Check the result of this command to see what was changed'). A verification step is present, so the batch-operation cap does not bind; it is not 5 because there is no explicit fix-and-retry loop if fields are ignored or errors returned.

4 / 5

Progressive Disclosure

Sections are clearly headed and well organized, but the skill is ~250 lines with the bulk being inline input/output JSON schemas — content that belongs in a references/ file for a skill of this size. It is not 4 because the split should clearly happen here; it is not 2 because the in-body structure itself is good.

3 / 5

Total

13

/

20

Passed

Description

61%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 clearly states what the skill does and covers a well-scoped Unity niche, but it completely lacks a 'when to use' trigger clause and slips into second-person voice ('You can modify'), which costs it under this rubric. Jargon-heavy parameter enumeration partially crowds out natural trigger phrasing.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user wants to change, update, or set GameObject fields or properties in a Prefab or Scene.'

Rewrite in third person ('Modifies GameObject fields...') to remove the second-person phrasing penalized by the rubric.

Trim the parameter-name enumeration ('gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject') in favor of natural synonyms like 'edit', 'update', and 'change values'.

DimensionReasoningScore

Specificity

Names the domain and several concrete actions ('Modify GameObject fields and properties', 'modify multiple GameObjects at once', three named modification surfaces), which sits at the 4 anchor, but the rubric's second-person penalty for 'You can modify multiple GameObjects at once' reduces it to 3. It is not 2 because the actions listed are specific rather than generic.

3 / 5

Completeness

The 'what' is clear and concrete, but there is no 'Use when...' clause or any equivalent explicit trigger guidance, which caps completeness at 3 per the judging guidelines. It is not 4 because the 'when' is entirely absent, not merely imprecise.

3 / 5

Trigger Term Quality

Core natural Unity terms are present ('GameObject', 'Prefab', 'Scene', 'fields and properties', 'modify'), giving good keyword coverage. It is not 5 because common variations like 'edit', 'update', 'change', or 'Unity' are missing and the description leans on jargon such as 'SerializedMember' and raw parameter names.

4 / 5

Distinctiveness Conflict Risk

The niche is clear (GameObject field/property modification in an opened Prefab or active Scene) with distinct triggers, but closely related sibling tools such as 'gameobject-component-modify' create minor overlap risk that the description itself does not resolve. It is not 5 for that sibling overlap; it is not 3 because the domain and operation are narrowly scoped.

4 / 5

Total

14

/

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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