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object-modify

Modify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modification surfaces are available (`objectDiff`, `pathPatches`, `jsonPatch`) — see the skill body. Use 'object-get-data' first to inspect the object structure.

52

Quality

65%

Does it follow best practices?

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Adds up to 20 points to the overall score

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SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

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

Quality

Content

57%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 executable CLI commands with a clear modification-surface taxonomy, but it carries heavy inlined schema duplication and placeholder-only examples. The main functional gap is the absence of a post-modification verification step for a destructive operation.

Suggestions

Add a verification step after modification: check the response's Success flag and Logs, and re-run object-get-data to confirm the change before reporting completion.

Replace the "string_value" placeholders with one realistic example payload (e.g. a pathPatches entry with {"Path": "health", "Value": {...}} or a jsonPatch snippet).

Move the input/output JSON schemas into a reference file (e.g. references/schema.md) and keep only the parameter table inline, or at minimum deduplicate the shared $defs between the input and output schemas.

DimensionReasoningScore

Conciseness

The section prose is tight and free of concept explanations Claude already knows, but the two full JSON schemas (~200 lines) duplicate the same $defs (AIGD.ObjectRef, SerializedMember) across input and output, and the opening paragraph repeats the frontmatter description — could be noticeably tightened.

3 / 5

Actionability

Copy-paste ready CLI invocations are given (--input, --input-file, stdin heredoc) plus troubleshooting for a missing binary, but the example shows placeholder strings ("objectDiff": "string_value") where object-typed values are expected, and no concrete patch payload is demonstrated.

4 / 5

Workflow Clarity

The sequence is present (inspect with object-get-data first; surface precedence jsonPatch → pathPatches → objectDiff is stated), but this destructive modification skill includes no verification step (checking Success/Logs or re-reading the object after modification), which caps workflow clarity at 3.

3 / 5

Progressive Disclosure

Sections are clearly headed, but roughly 200 lines of JSON schema are inlined directly in SKILL.md where a separate reference file would fit, matching "some structure but content that should be separate is inline"; no bundle files exist to offset this.

3 / 5

Total

13

/

20

Passed

Description

57%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 is well-scoped to a niche domain, but it lacks an explicit "when to use" trigger clause and natural trigger-term variants, which hold completeness and trigger-term quality at mid-level. Distinctiveness is excellent.

Suggestions

Add an explicit trigger clause, e.g. "Use when the user asks to change, set, or update values on a GameObject, Component, or asset in Unity."

Include natural synonyms users would say ("change", "set", "update", "GameObject", "Component", "asset") alongside "modify fields/properties".

Drop "see the skill body" — descriptions should stand alone and not reference internal structure.

DimensionReasoningScore

Specificity

"Modify a Unity `UnityEngine.Object`'s serializable fields/properties" names the domain and one concrete action, with the three surfaces (objectDiff, pathPatches, jsonPatch) enumerated, but the action coverage is not comprehensive — it does not reach anchor 4's "lists several specific actions".

3 / 5

Completeness

The "what" is clear (modify a Unity Object's serializable fields/properties), but there is no "Use when..." trigger clause; "Use 'object-get-data' first to inspect the object structure" is a prerequisite instruction, not trigger guidance, so completeness is capped at 3.

3 / 5

Trigger Term Quality

"Unity", "modify", "fields/properties" are relevant keywords, but common natural phrasings users would say ("change"/"set", "GameObject", "Component", "Inspector value") are missing, matching "some relevant keywords but missing common variations".

3 / 5

Distinctiveness Conflict Risk

The description is firmly niche-scoped to Unity `UnityEngine.Object` modification with named surfaces (objectDiff, pathPatches, jsonPatch), giving it a clear niche with distinct triggers and minimal conflict risk.

5 / 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

Table of Contents

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