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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

65%

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

Quality

Content

77%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 highly actionable with executable CLI examples and a clear single-action workflow for a read-only tool, but it inlines very large JSON schemas that inflate token cost and would be better placed in reference files. Progressive disclosure is the main weakness.

Suggestions

Move the full Input and Output JSON schemas into a references/ file (e.g. references/schema.md) and keep only a short summary plus a link in SKILL.md to reduce inline token load.

If the schemas must stay inline, trim the deeply nested $defs (e.g. UnityEngine.Bounds, SerializedMember) to the fields Claude actually needs and reference the rest.

Add a one-line 'Output fields' summary table at the top of the Output section so the key result shape is visible without parsing the full schema.

DimensionReasoningScore

Conciseness

The prose is lean and assumes Claude's competence, but ~290 lines of inline output JSON schema constitute a heavy token load that could be tightened or moved to a reference file.

3 / 5

Actionability

Provides copy-paste ready, executable bash commands (unity-mcp-cli run-tool scene-get-data --input '...', plus --input-file and stdin variants) with concrete path-syntax examples and troubleshooting, covering the common cases.

5 / 5

Workflow Clarity

This is a single-purpose read-only tool, so the simple-skill exception applies: the action is unambiguous (choose scene, optionally scope with paths/viewQuery, run the CLI) and a troubleshooting step is included.

5 / 5

Progressive Disclosure

Section headers provide structure, but no bundle/reference files exist and the large input/output schemas are inlined entirely rather than split into a separate reference, which is the kind of content that belongs one level deep.

3 / 5

Total

16

/

20

Passed

Description

53%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 tool does and is domain-specific, but it lacks an explicit 'when to use' trigger clause and leans on technical jargon over natural user phrases. It is distinct from sibling scene tools but not fully comprehensive in its action coverage.

Suggestions

Add an explicit 'Use when...' trigger clause naming natural user phrases (e.g. 'Use when the user asks to inspect a scene's hierarchy, list root GameObjects, or read specific fields from a scene without loading everything').

Include common synonyms and concrete user-language triggers alongside the technical parameter names (e.g. 'scene hierarchy', 'root objects', 'inspect a scene').

Broaden the action list slightly (e.g. mention reading component data, bounds, or hierarchy depth) to move specificity toward comprehensive coverage.

DimensionReasoningScore

Specificity

Names the Unity scene domain and a few concrete actions ('Retrieve the list of root GameObjects', 'path-scoped reads ... via `paths` or `viewQuery`'), but the action list is limited rather than comprehensive.

3 / 5

Completeness

The 'what' is clear (retrieve root GameObjects / path-scoped reads), but there is no explicit 'Use when...' trigger clause; the closing 'Use scene-list-opened to enumerate scenes' points to another tool rather than stating when to use this one, capping completeness at 3.

3 / 5

Trigger Term Quality

Relevant domain terms appear ('root GameObjects', 'opened scene', 'active scene'), but technical jargon like 'viewQuery' and 'openedSceneName' dominates and common synonyms or natural user phrasings are missing.

3 / 5

Distinctiveness Conflict Risk

The Unity scene root-GameObjects niche is fairly specific and the pointer to scene-list-opened helps distinguish it, leaving only minor overlap risk with closely related scene tools.

4 / 5

Total

13

/

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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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