Content
61%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.
The body is well-structured and gives runnable CLI examples with a sensible failure-mode description, but it is a batch operation with no validation/feedback loop (capping workflow clarity at 3) and carries notable duplication — the parameter list appears twice and a large JSON schema is inlined. A real copy-paste-ready example would raise actionability.
Suggestions
Add a validation step after the call, e.g. 'Check the returned status string; if it lists per-item resolve errors, fix those refs and re-run only the failed items.'
Remove the duplication between the 'Inputs' bullets and the 'Input' table (keep one), and move the full Input JSON Schema to a reference file, keeping only a compact note that refs accept instanceID/path/name/assetGuid.
Make the example executable by showing a realistic payload, e.g. "gameObjectRefs": [{"instanceID": 12345}] or [{"path": "Player/Hand"}] alongside the parent ref.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The top half (Inputs, Behavior, How to Call) is lean and assumes competence, but the body then duplicates the Inputs section as an 'Input' table and inlines a ~60-line boilerplate Input JSON Schema whose Unity GameObjectRef $defs add little beyond the table. This fits the 3 anchor ('mostly efficient but includes some unnecessary explanation or could be tightened') — not 4, because the duplicated parameter list and bulk schema dump are more than minor trimmable excess; not 2, because there is no conceptual padding or explanation of things Claude already knows. | 3 / 5 |
Actionability | Concrete, executable CLI commands are provided, including the --input, --input-file, and stdin variants plus a Troubleshooting fix for a missing CLI. It falls short of the 5 anchor because the primary example uses placeholder values ('gameObjectRefs': 'string_value') for a parameter that is actually a list of structured GameObjectRef objects, so it is not copy-paste ready for a real case; it is clearly above the 3 anchor because real, runnable commands are given. | 4 / 5 |
Workflow Clarity | The sequence is stated (use gameobject-find to locate targets, then call with the refs; per-item errors are collected in the returned status string), but there is no validation or feedback loop — nothing instructs checking the status string for per-item failures and retrying failed refs. Per the judging guidelines, a batch operation without validation steps caps workflow_clarity at 3 regardless of the skill's simplicity, which this body hits exactly. | 3 / 5 |
Progressive Disclosure | The single-file body (no references/, scripts/, or assets/ bundle exists) is organized into clear, well-labeled sections (Inputs, Behavior, How to Call, Troubleshooting, Input, Output) with an accurate internal pointer to the /unity-initial-setup skill. It fits the 4 anchor ('good structure; most content appropriately placed; minor organization gaps') — the bulky inline JSON schema and duplicated Input table are content that arguably belongs in a separate reference file, which keeps it below 5, but there is no buried or nested referencing, keeping it above 3. | 4 / 5 |
Total | 14 / 20 Passed |