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scene-get-data

Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.

57

Quality

72%

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/scene-get-data/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

63%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 a solidly structured tool reference: the invocation is fully executable, parameters and output schema are documented, and edge handling (stdin, npx fallback) is addressed. Its weaknesses are redundancy (path syntax stated three times) and a monolithic inlining of large JSON schemas that should live in separate reference files given the skill's ~430-line size.

Suggestions

Move the Input/Output JSON schemas into a references/ file (e.g. references/schema.md) and keep only the parameter table plus one runnable example inline.

Consolidate the path-syntax explanation into a single section; the `paths` table row and ViewQuery.Path description repeat it nearly verbatim.

Add a realistic end-to-end example (e.g. scene 'Main.unity' with paths ["[0]/name"]) and a note to check `IsValidScene`/`IsLoaded` when a scene name is supplied.

DimensionReasoningScore

Conciseness

Path syntax is explained three times (the 'Path syntax' section, the `paths` input-table row, and the ViewQuery.Path schema description), and ~290 lines of auto-generated output JSON schema are inlined. It is mostly efficient — it does not explain concepts Claude already knows — but the duplication and schema bulk could be trimmed.

3 / 5

Actionability

Provides the exact CLI command with full JSON input, `--input-file`/stdin alternatives, and CLI-not-found troubleshooting — concrete and executable. Held at 4 rather than 5 because the examples use placeholders ('string_value') instead of a realistic ready-to-run invocation; only one concrete path example ('[0]/name') is given.

4 / 5

Workflow Clarity

As a read-only single-action tool skill, the action is unambiguous: one fully documented CLI call with mutually-exclusive parameters called out. Minor validation gap — no guidance to check `IsValidScene`/`IsLoaded` in the result when a scene name was supplied, and the troubleshooting is reactive only.

4 / 5

Progressive Disclosure

Sections are well-organized (Toggles, Path-scoped reads, How to Call, Input, Output) with no nested references, but there are no bundle files — the large input/output JSON schemas are inlined in SKILL.md where they clearly belong in separate reference files (e.g. references/output-schema.md).

3 / 5

Total

14

/

20

Passed

Description

66%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 concrete, well-scoped third-person description that names the tool's capability precisely and cross-references the sibling scene-listing tool. Its main weakness is the absent 'Use when…' trigger clause, which caps completeness and slightly weakens trigger-term utility.

Suggestions

Add an explicit trigger clause, e.g. 'Use when inspecting a Unity scene's hierarchy, reading root GameObjects, or fetching scene contents before modifying objects.'

Include a natural synonym or two ('scene hierarchy', 'Unity scene') to improve trigger-term coverage.

Briefly mention the includeRootGameObjects/includeBounds/includeData toggles so the described capability matches what the tool offers.

DimensionReasoningScore

Specificity

Quotes several concrete actions in third person — 'Retrieve the list of root GameObjects in the specified opened scene' and 'token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`'. Minor gaps in coverage (the includeRootGameObjects/includeBounds/includeData toggles are unmentioned) keep it below the comprehensive 5 anchor.

4 / 5

Completeness

The 'what' is clear (retrieve root GameObjects of a scene, with path-scoped reads), but there is no 'Use when…' or equivalent explicit trigger guidance — the 'Use scene-list-opened to enumerate scenes' sentence points to a sibling tool, not when to use this one. Per the judging guidelines this caps completeness at 3.

3 / 5

Trigger Term Quality

Natural Unity vocabulary is present ('root GameObjects', 'opened scene', 'active scene'), which a user would plausibly say. A few natural synonyms are missing ('hierarchy', 'inspect scene', 'Unity'), so it does not reach comprehensive synonym coverage.

4 / 5

Distinctiveness Conflict Risk

It occupies a clear niche (root GameObjects of a scene) and explicitly differentiates from 'scene-list-opened' for scene enumeration. Minor overlap risk remains with sibling GameObject-inspection tools in the same tool family.

4 / 5

Total

15

/

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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