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gameobject-set-parent

Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.

57

Quality

72%

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

Quality

Content

61%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 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.

DimensionReasoningScore

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

Description

70%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 strong, third-person description with concrete capability and error semantics and a well-defined Unity niche. Its main gap is the absence of any 'Use when...' trigger guidance, which caps completeness at 3 despite otherwise excellent specificity and distinctiveness.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user asks to set/change a GameObject's parent, re-parent objects in a Prefab or Scene, or reorganize hierarchy by moving objects under a new parent.'

Include a few natural synonyms in the trigger phrasing ('set parent', 'change parent', 'child of') to broaden trigger-term coverage.

Optionally state the expected outcome to confirm success (e.g. status string lists per-item results) so users know what a successful call returns.

DimensionReasoningScore

Specificity

The description names concrete actions — 'Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene' — plus concrete error semantics ('Per-item failures are reported in the returned status string instead of aborting the batch') and a prerequisite step. It stops short of the level-5 anchor's multiple comprehensive actions, since this is a single operation with well-described behavior, so 4 fits better than 5; it is clearly above the 3 anchor's '1-2 concrete actions, not comprehensive' because the batch semantics and failure mode are also explicit.

4 / 5

Completeness

The 'what' is clear and concrete (reparent a batch under a new parent, with per-item failure reporting). But there is no 'Use when...' clause or equivalent trigger guidance — the sentence 'Use gameobject-find to locate the GameObjects first' states a prerequisite, not when to invoke this skill. Per the judging guidelines, a missing 'Use when' clause caps completeness at 3, which is exactly the 'clear what, weak/missing when' anchor.

3 / 5

Trigger Term Quality

Natural domain terms users would say are present: 'Reparent', 'GameObject(s)', 'parent', 'Prefab', 'Scene', 'batch'. Good coverage but a few natural variations are missing ('set parent', 'change parent', 'hierarchy', 'child of'), so it fits the 4 anchor ('good keyword coverage; a few natural terms missing') rather than the 5 anchor's comprehensive synonym/extension coverage, and well above the 3 anchor's partial-relevance.

4 / 5

Distinctiveness Conflict Risk

It occupies a clear niche (reparenting GameObjects in Unity Prefabs/Scenes) with distinct triggers ('Reparent', 'GameObject', 'Prefab') and even explicitly scopes the companion 'gameobject-find' skill, so conflict risk with other skills is minimal. This matches the 5 anchor ('clear niche with distinct triggers; minimal conflict risk') and is meaningfully above the 4 anchor, which allows minor overlap with closely related skills.

5 / 5

Total

16

/

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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