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scene-unload

Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.

60

Quality

70%

Does it follow best practices?

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SecuritybySnyk

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

Quality

Content

72%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is actionable and well-organized with executable commands and complete schemas, but it carries mild redundancy in the input description and omits an explicit verification step after the destructive unload.

Suggestions

Add an explicit verification checkpoint after unload (e.g. re-run scene-list-opened to confirm the scene is gone) to close the feedback loop on this destructive operation.

Consolidate the repeated `name` input description — keep one canonical definition (the table or schema) and reference it from the Inputs bullet to remove triplication.

Trim the How-to-Call section to the primary invocation plus a single mention of file/stdin alternatives rather than three full code blocks.

DimensionReasoningScore

Conciseness

Mostly efficient with no padded concept explanations, but the `name` input is described three times (Inputs bullet, Input table, Input JSON Schema) and three invocation variants are given, so it could be tightened.

2 / 3

Actionability

Provides fully executable, copy-paste-ready CLI commands including inline, --input-file, and stdin variants, plus concrete troubleshooting install commands and complete input/output schemas.

3 / 3

Workflow Clarity

The single action is unambiguous with an implied list-then-unload sequence, but there is no explicit validation/verification checkpoint after the destructive unload operation, capping it at 2 per the feedback-loop guideline.

2 / 3

Progressive Disclosure

A self-contained single-tool doc with clearly organized sections and one clearly-signaled one-level-deep external reference (/unity-initial-setup); no nested or monolithic references, and the inline schemas are appropriate for a single tool.

3 / 3

Total

10

/

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.

The description is specific and distinctive, naming the exact Unity API and a prerequisite tool, but it lacks an explicit 'Use when...' trigger clause, leaving the activation context implied rather than stated.

Suggestions

Add an explicit 'Use when...' trigger clause, e.g. 'Use when you need to close or remove an already-opened scene from the Unity Editor.'

Broaden natural trigger terms with synonyms users might say (e.g. 'close scene', 'remove scene from the editor') beyond the technical API name.

DimensionReasoningScore

Specificity

Names concrete actions — 'Unload an opened scene', the specific async API `SceneManager.UnloadSceneAsync`, and a prerequisite step (use scene-list-opened) — matching the 'lists multiple specific concrete actions' anchor.

3 / 3

Completeness

Clearly states what the skill does but has no explicit 'Use when...' trigger clause; the 'Use scene-list-opened' phrase is a prerequisite, not a usage trigger, so 'when' is only implied — capping completeness at 2 per the guidelines.

2 / 3

Trigger Term Quality

Includes natural user-facing terms ('Unload...scene', 'Unity Editor') but leans technical and misses common variations/synonyms, fitting the 'some relevant keywords but missing common variations' anchor rather than full coverage.

2 / 3

Distinctiveness Conflict Risk

Targets a specific Unity operation and explicitly distinguishes itself from the sibling scene-list-opened skill, giving it a clear niche unlikely to trigger for the wrong skill.

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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