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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.

48

Quality

51%

Does it follow best practices?

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SecuritybySnyk

Passed

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

Quality

Content

50%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 skill is actionable with a ready-to-use CLI example, but it is noticeably verbose due to duplicated input descriptions and fully inlined JSON schemas, and lacks validation checkpoints in its workflow.

Suggestions

Remove the duplicated sceneRef description (it appears in both the 'Inputs' section and the JSON schema) to cut redundancy.

Add a validation/verification step in the Behavior or a workflow section, e.g., confirm the returned snapshot shows the target scene as active before reporting success.

Consider moving the full input/output JSON schemas into a separate reference file and keeping only the essential shape inline, to improve token efficiency and progressive disclosure.

DimensionReasoningScore

Conciseness

The body duplicates the description and repeats the sceneRef input description verbatim in both the Inputs section and the schema, and inlines large JSON schemas that a competent Claude does not need fully spelled out, making it noticeably verbose.

2 / 5

Actionability

Provides a concrete, copy-paste-ready CLI invocation plus file/stdin alternatives and troubleshooting, with only minor gaps (the example uses a placeholder 'string_value' rather than a realistic sceneRef object).

4 / 5

Workflow Clarity

Behavior describes the resolution sequence, but there is no validation checkpoint confirming the scene was actually set active or handling the case where the named scene is not among opened scenes, leaving the workflow at the 3-anchor level.

3 / 5

Progressive Disclosure

There are no bundle files; content is organized into sections but the large input/output JSON schemas are inlined entirely in SKILL.md rather than split out, which is structure that could be better organized.

3 / 5

Total

12

/

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 is specific and distinct, clearly stating the skill's narrow purpose in the Unity scene-management domain. Its main weakness is the missing explicit 'Use when...' trigger guidance, which caps completeness at 3.

Suggestions

Add an explicit 'Use when ...' clause stating when Claude should invoke this skill (e.g., 'Use when the user wants to change which opened scene is active for new GameObjects').

Include more natural trigger phrases or synonyms a user might say, such as 'switch active scene' or 'set current scene'.

DimensionReasoningScore

Specificity

Names the domain (Unity scene management) and one concrete action (marking an opened scene as active) with context about new GameObjects and defaults, but does not list multiple concrete actions.

3 / 5

Completeness

It clearly states what the skill does (mark an opened scene as active) but provides no explicit 'Use when...' clause telling Claude when to invoke it, capping completeness at 3 per guidelines.

3 / 5

Trigger Term Quality

Includes relevant terms like 'scene', 'active scene', 'GameObjects', and 'scene-list-opened', but lacks natural synonyms or variations a user would commonly say beyond the narrow 'set active scene' phrasing.

3 / 5

Distinctiveness Conflict Risk

The narrow purpose (setting the active scene) plus the explicit pointer to 'scene-list-opened' gives it a clear niche with only minor overlap risk against other scene-management skills.

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

Table of Contents

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