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rql-mutate

Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews.

Quality

75%

Does it follow best practices?

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SecuritybySnyk

Passed

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

Quality

Content

82%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.

A strong, example-rich tool reference with copy-paste-ready CLI commands and broad coverage of mutation scenarios, plus explicit safety semantics (dry_run, atomicity, undo, readonly errors). The main improvements are minor: deduplicate the input table/JSON schema and make the dry-run-then-apply workflow an explicit sequenced step.

DimensionReasoningScore

Conciseness

The body is dense and example-driven with no explanations of concepts Claude already knows; the opening paragraph restates the frontmatter description and the two input parameters are shown both as a table and as a JSON schema, minor duplication that could be trimmed. Otherwise every line carries tool-specific information.

4 / 5

Actionability

Fully executable guidance: a copy-paste-ready CLI invocation with JSON input, stdin/heredoc and --input-file variants, troubleshooting for the CLI not being found, and roughly twenty concrete RQL example queries covering set, call, create, destroy, reparent, scenes, prefabs, and editor state.

5 / 5

Workflow Clarity

For a batch/destructive skill, validation is explicitly present ("dry_run=true returns the receipt ... without changing anything", "All-or-nothing: every target and value is checked before anything is written", readonly-member error behavior), so the missing-validation cap does not apply. However, there is no explicit preview-then-apply sequence or failure-recovery loop (e.g. 'run dry_run first, review the receipt, then execute'), keeping it below a 5.

4 / 5

Progressive Disclosure

No bundle files exist, and the single-file body is well organized into How to Call, Troubleshooting, Input, and Output sections, with one-level-deep, clearly signaled cross-references to the rql-query skill and /unity-initial-setup. The body exceeds 50 lines and inlines a large example catalog, so it does not qualify for the simple-skill exception to score 5.

4 / 5

Total

17

/

20

Passed

Description

58%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 terse, specific description that clearly states what the tool does and its key guarantees (atomic, undoable, saved, previewable), but it omits any 'when to use' trigger guidance and relies on tool jargon rather than natural user phrasing. Adding a Use-when clause with natural Unity-editing terms would lift both completeness and trigger-term quality.

Suggestions

Add a 'Use when...' clause, e.g. 'Use when asked to modify, move, rename, create, or delete objects in the open Unity scene.'

Include natural user-facing synonyms such as 'Unity Editor', 'GameObject', 'prefab', and 'modify' alongside the RQL jargon so the skill triggers on how users actually phrase edit requests.

Mention the broader operation set (create/destroy GameObjects, add components, reparent, edit prefabs) to move specificity from several-actions to comprehensive.

DimensionReasoningScore

Specificity

The description names the domain ("live Unity scene") and several concrete capabilities ("bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews"), going well beyond 1-2 actions. It falls short of comprehensive coverage since create/destroy/prefab operations are absent and the qualifiers all attach to a single core 'change' action.

4 / 5

Completeness

The 'what' is clear and concrete (atomic, undoable, persisted scene edits with preview), but there is no 'Use when...' clause or equivalent explicit trigger guidance, which caps completeness at 3 per the judging guidelines.

3 / 5

Trigger Term Quality

It includes some natural keywords a user would say ("Unity", "scene", "edits") but leans on tool jargon ("RQL set/call", "dry_run") and misses common variations like "Unity Editor", "GameObject", "modify", or "prefab".

3 / 5

Distinctiveness Conflict Risk

"Change the live Unity scene with RQL set/call" carves out a clear niche distinct from read-only querying, though there is minor overlap risk with a sibling rql-query skill in the same tool family.

4 / 5

Total

14

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_version

'metadata.version' is missing

Warning

Total

15

/

16

Passed

Repository

IvanMurzak/Unity-MCP

Path

Unity-MCP-Plugin/.claude/skills/rql-mutate/SKILL.md

Reviewed

Table of Contents

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