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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.

44

Quality

45%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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

Quality

Content

50%

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 and gives real executable CLI commands, but it inlines heavy JSON schemas, lacks a worked modification example, and provides no validation checkpoint for a batch operation. These gaps hold every dimension at 2.

Suggestions

Move the Input and Output JSON schemas into reference files (e.g. references/input-schema.json) and link to them from SKILL.md to improve progressive disclosure and conciseness.

Add a concrete worked example showing an actual pathPatch or gameObjectDiff payload modifying a specific field, so the guidance is copy-paste ready.

Add an explicit validation step (e.g. 'After running, inspect the returned Logs to confirm which fields changed and which were ignored') given this is a batch modification operation.

DimensionReasoningScore

Conciseness

The prose sections (three surfaces, path syntax, troubleshooting) are lean and avoid explaining concepts Claude already knows, but the body inlines two large JSON schemas (~180 lines of schema) that make it heavier than necessary and could be tightened or split out.

2 / 3

Actionability

It provides concrete, executable CLI invocations with three input methods (inline, --input-file, stdin) and install troubleshooting, but the 'How to Call' example uses 'string_value' placeholders for array-typed params and there is no worked example of an actual modification payload, leaving a key detail incomplete.

2 / 3

Workflow Clarity

The single-tool action is unambiguous and the run order of the three surfaces is specified (jsonPatch → pathPatches → diff), but this is a batch operation (multiple GameObjects at once) with no explicit validate/check checkpoint in the workflow, capping workflow_clarity at 2 per the rubric.

2 / 3

Progressive Disclosure

Sections are reasonably organized, but everything is inlined into one ~250-line SKILL.md including two large JSON schemas that could live in reference files, and there are no external references at all, so content that should be separate is inline.

2 / 3

Total

8

/

12

Passed

Description

40%

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 conveys a clear domain and names concrete mechanisms, but it omits any 'Use when' trigger guidance and uses second-person voice, which the rubric penalizes. These gaps cap completeness at 2 and push specificity down to 1.

Suggestions

Rewrite in third person (e.g. 'Modifies GameObject fields and properties...') to avoid the second-person specificity penalty.

Add an explicit 'Use when...' clause naming natural triggers (e.g. 'Use when modifying GameObject fields or properties in an open Prefab or active Scene').

Surface a quick worked example of one modification surface in the description so the capability reads as multiple concrete actions rather than a single verb with variations.

DimensionReasoningScore

Specificity

Base specificity is ~2 (it names the domain 'Modify GameObject fields and properties' and enumerates three modification surfaces, but it is really one action with variations rather than multiple distinct actions), reduced by 1 per the rubric because the description uses second-person voice: 'You can modify multiple GameObjects at once.'

1 / 3

Completeness

It answers 'what' clearly (modify GameObject fields/properties in a Prefab or Scene) but has no 'Use when...' clause or equivalent explicit trigger guidance, so per the rubric completeness is capped at 2.

2 / 3

Trigger Term Quality

It includes relevant natural Unity terms a user would say ('GameObject', 'Prefab', 'Scene', 'fields and properties'), but leans on jargon ('SerializedMember', 'modification surfaces') and misses common variations, so it is not comprehensive.

2 / 3

Distinctiveness Conflict Risk

It is scoped to GameObject field/property modification in Unity Prefabs/Scenes, which is a recognizable niche, but without explicit trigger guidance and given a sibling 'gameobject-component-modify' skill it could still overlap.

2 / 3

Total

7

/

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

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