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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.

58

Quality

66%

Does it follow best practices?

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SecuritybySnyk

Passed

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

Quality

Content

65%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The content is highly actionable with executable commands and a complete schema, and it cleanly documents the batch error-handling behavior. Its weaknesses are moderate redundancy (params described twice) and a monolithic inline schema with no explicit verification guidance for the returned status string.

Suggestions

Eliminate the duplicate input description — keep either the 'Inputs' prose list or the 'Input' table, not both.

Add a short verification note or example of the returned status string showing success vs. per-item failure so Claude can confirm the batch outcome.

Move the large shared JSON-schema $defs (AIGD.GameObjectRef / GameObjectRefList) into a reference file and link to it one level deep, rather than inlining the full schema.

DimensionReasoningScore

Conciseness

The body is mostly efficient reference material with no concept padding, but the three input parameters are described twice (an 'Inputs' prose section and a full 'Input' table) and the large inline JSON schema could be tightened, so it could be leaner.

2 / 3

Actionability

It provides fully executable CLI commands with multiple invocation variants (inline JSON, --input-file, stdin heredoc) plus a complete input/output JSON schema with field priorities, making it copy-paste ready.

3 / 3

Workflow Clarity

The Behavior section sequences the batch operation and documents that per-item errors are returned rather than thrown, but there is no explicit verification checkpoint for confirming success and the expected content of the returned status string is not exemplified, which caps a batch operation at 2.

2 / 3

Progressive Disclosure

The body is well-organized into clear sections with no nested references, but at ~140 lines it inlines the entire JSON schema (including duplicated AIGD.GameObjectRef $defs) rather than splitting that separable material into a reference file.

2 / 3

Total

9

/

12

Passed

Description

67%

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 is specific and distinctive, naming concrete actions and a clear Unity niche with a sibling-skill cross-reference. It is held back by missing explicit 'when to use' trigger guidance and trigger terms that are domain jargon rather than natural user phrasing.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user wants to reparent or move GameObjects under a new parent in a Prefab or Scene.'

Include natural-language variations users would actually say, such as 'set parent of', 'parent these objects to', or 'move under', alongside the domain terms.

Replace the how-prerequisite ('Use gameobject-find to locate the GameObjects first') with or supplement it using a 'Use when...' framing so the 'when' is explicit.

DimensionReasoningScore

Specificity

It lists multiple concrete actions — 'Reparent a batch of GameObjects under a new parent', reporting 'Per-item failures ... instead of aborting the batch', and using 'gameobject-find' to locate targets — matching the 'lists multiple specific concrete actions' anchor.

3 / 3

Completeness

It clearly states what the skill does, but there is no 'Use when...' or equivalent explicit trigger guidance; the third sentence is a how/prerequisite ('Use gameobject-find to locate ... first'), not a when clause, so completeness caps at 2 per the guidelines.

2 / 3

Trigger Term Quality

Domain terms like 'Reparent', 'GameObjects', 'Prefab', 'active Scene' are relevant but not the natural phrasings a user would actually say (e.g. 'set parent of', 'parent these to'), missing common variations.

2 / 3

Distinctiveness Conflict Risk

It has a clear niche (Unity GameObject reparenting in a Prefab or active Scene) and names the sibling 'gameobject-find' skill, giving a distinct cross-reference that makes it unlikely to trigger for the wrong skill.

3 / 3

Total

10

/

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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