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scene-set-active

Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.

58

Quality

66%

Does it follow best practices?

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SecuritybySnyk

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/scene-set-active/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 body is highly actionable with concrete, executable CLI examples, but it is padded by duplicated input descriptions and large inline JSON schemas that should be split out, and the state-dependent workflow lacks an explicit validation step.

Suggestions

Remove the duplicated input description — keep either the '## Inputs' bullet or the '## Input' table, not both.

Move the verbose input/output JSON schemas into a separate reference file and link to it, keeping the SKILL.md body lean.

Add an explicit prerequisite validation step, e.g. 'Call scene-list-opened first and confirm the target scene is present and loaded before invoking this tool.'

DimensionReasoningScore

Conciseness

The body is mostly efficient prose plus executable CLI examples, but it duplicates the same input description twice (a '## Inputs' bullet and a '## Input' table) and embeds large inline JSON schemas that pad tokens; it could be tightened.

2 / 3

Actionability

Provides a fully executable unity-mcp-cli command with the exact input shape plus alternative invocation patterns (input-file, stdin), matching the copy-paste-ready anchor.

3 / 3

Workflow Clarity

The single task is unambiguous, but the prerequisite 'scene must already be opened' has no validation/checkpoint step (e.g. 'call scene-list-opened first and confirm the scene is present'); the rubric caps workflow clarity at 2 when validation gaps exist for a state-dependent operation.

2 / 3

Progressive Disclosure

Sections are organized and a sibling skill (/unity-initial-setup) is referenced, but the inline JSON input/output schemas are large blocks that should live in a separate reference file rather than inline; no bundle files exist to offload them.

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.

A specific, distinct description that clearly states the skill's function and scoping prerequisite, but it omits an explicit 'Use when...' trigger clause and leans on tool jargon over natural user phrasing.

Suggestions

Add an explicit 'Use when...' trigger clause, e.g. 'Use when you need to change which opened scene new GameObjects are added to.'

Include more natural user phrasings such as 'set active scene' or 'make a scene active' alongside the tool-jargon terms.

Trim the parenthetical ('the one new GameObjects are added to...') slightly to keep the description lean while preserving the trigger context.

DimensionReasoningScore

Specificity

Names a concrete action ('Mark an opened scene as the Editor's active scene') plus clarifying specifics ('the one new GameObjects are added to and that's used as the default for many operations'), matching the 'lists multiple specific concrete actions' anchor.

3 / 3

Completeness

It clearly states what the skill does but lacks an explicit 'Use when...' trigger clause; the guideline caps completeness at 2 when trigger guidance is missing or only implied.

2 / 3

Trigger Term Quality

Uses domain terms ('active scene', 'opened scenes', 'scene-list-opened') but these are technical/tool-jargon rather than the natural phrasings a user would say; common variations like 'set active scene' or 'make scene active' are only implicit.

2 / 3

Distinctiveness Conflict Risk

The narrow niche (setting the active opened scene, cross-referencing scene-list-opened) is clearly distinct from other scene skills and unlikely to trigger for the wrong one.

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

Table of Contents

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