Content
63%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
The body delivers a clear, actionable single-tool reference with executable CLI commands and real troubleshooting, but it is held back by redundant input documentation (three overlapping presentations with an inconsistent type), placeholder example values that don't match the schema, and a large inline schema payload that would fit better in a reference file. Tightening the input sections and giving one realistic AssetObjectRef example would lift both conciseness and actionability.
Suggestions
Consolidate the duplicated '## Inputs' bullet and '## Input' table into one section, and fix the type inconsistency ('AssetObjectRef pointing at a SceneAsset' vs type 'any' / 'Material, ScriptableObject, Prefab').
Replace placeholder inputs with a realistic example, e.g. an actual AssetObjectRef object ({"instanceID": 0, "assetPath": "Assets/Scenes/Main.unity"}) instead of '"sceneRef": "string_value"', and use the real param name in the stdin example.
Move the full input/output JSON schemas to a references/ file (e.g., references/schema.md) and keep only a one-line input summary and output description in SKILL.md; also fill or remove the empty '## Output' section header.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is mostly efficient — no padding explaining known concepts, concrete behavior in a few sentences — but the `sceneRef` input is documented three times (the '## Inputs' bullet, the '## Input' table, and the full JSON schema), the '## Output' header is empty (behavior is described elsewhere), and the generic stdin heredoc ('{"param": "value"}') is boilerplate. This fits 'mostly efficient but includes some unnecessary explanation or could be tightened'; it is above the 2 anchor since there is no concept over-explanation, and below 4 because the duplication is a real tightening opportunity. | 3 / 5 |
Actionability | Concrete, executable commands are given ('unity-mcp-cli run-tool scene-set-active --input ...'), plus real troubleshooting alternatives ('npm install -g unity-mcp-cli' / 'npx unity-mcp-cli') and an --input-file/stdin pattern. However the examples are placeholders — '"sceneRef": "string_value"' contradicts the schema (sceneRef is an AssetObjectRef object, not a string) and the stdin example uses '{"param": "value"}' rather than the actual parameter — so it sits at 'mostly executable guidance with minor gaps' rather than the fully copy-paste-ready 5, and clearly above the pseudocode-level 3. | 4 / 5 |
Workflow Clarity | For a single-action tool the sequence is clear: use 'scene-list-opened' to enumerate opened scenes, call scene-set-active, and the tool 'Returns the post-call snapshot of opened scenes' as feedback. Minor validation gaps remain — no guidance on what to do if the scene is not opened or sceneRef fails to resolve (troubleshooting only covers a missing CLI). This matches 'clear sequence with most checkpoints present; minor validation gaps'; not a 5 for the missing error-recovery loop, not a 3 since the sequence is unambiguous and the no-op-if-active behavior is stated. | 4 / 5 |
Progressive Disclosure | Section headers are present and labeled (Inputs, Behavior, How to Call, Troubleshooting, Input/Output JSON Schema), but roughly 110 of ~165 lines are inline JSON schema reference material, the input spec is duplicated across two sections with inconsistent types ('AssetObjectRef pointing at a SceneAsset' vs table type 'any' describing 'Material, ScriptableObject, Prefab'), and there are no bundle files to offload detail into. This fits 'some structure but could be better organized; content that should be separate is inline'; it is above the 2 anchor (headers exist and nothing is buried) but below 4 given the duplication and schema bulk in the main file. | 3 / 5 |
Total | 14 / 20 Passed |