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fix: Make Unity tool skill descriptions more concise#1148

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hatayama merged 8 commits into
v3-betafrom
feature/hatayama/shorten-skill-description
May 17, 2026
Merged

fix: Make Unity tool skill descriptions more concise#1148
hatayama merged 8 commits into
v3-betafrom
feature/hatayama/shorten-skill-description

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@hatayama
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Summary

  • Bundled uloop skills now use shorter descriptions while retaining the terms agents need to choose the right Unity tool.
  • Generated .agents and .claude skill copies are kept out of this PR, so only package source definitions change.

User Impact

  • Agents receive less verbose skill metadata in context while keeping the trigger cues for Unity workflows.
  • Skill descriptions avoid misleading or unnecessary wording around selected objects, logs, focusing Unity, and launching projects.

Changes

  • Trimmed usage-list-heavy wording across bundled uloop skills.
  • Clarified wording for objects the user currently selected in the Unity Hierarchy.
  • Removed unnecessary trigger hints for crash-time logs, screenshot-specific focus behavior, build target launch wording, and negative dynamic-code exclusions.

Verification

  • git diff origin/v3-beta...HEAD --stat
  • git diff origin/v3-beta...HEAD --name-status
  • git diff --quiet origin/v3-beta...HEAD -- .agents .claude
  • git diff --check origin/v3-beta...HEAD
  • Not run: Unity compile/build, because this PR only changes skill Markdown frontmatter.

hatayama added 2 commits May 17, 2026 11:47
Keep trigger-focused keywords while trimming verbose usage lists from managed skill frontmatter. Regenerate project .agents and .claude skill copies so installed metadata stays in sync with the source definitions.
Apply review feedback to keep source skill triggers concise without generated-copy drift. Restore checked-in .agents and .claude skill copies to their previous Git state so only packaged source definitions carry the revised wording.
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coderabbitai Bot commented May 17, 2026

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ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

Run ID: dab09ecf-697b-40d2-8188-602af99950f4

📥 Commits

Reviewing files that changed from the base of the PR and between a65c9a5 and 9cf2fc4.

📒 Files selected for processing (6)
  • Packages/src/Editor/FirstPartyTools/ExecuteDynamicCode/Skill/references/asset-operations.md
  • Packages/src/Editor/FirstPartyTools/RecordInput/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/ReplayInput/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/RunTests/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md
📝 Walkthrough

Walkthrough

This PR updates the YAML frontmatter description fields across 17 skill documentation files to concise, single-sentence statements that state each tool's core behavior and intended use.

Changes

Tool description metadata updates

Layer / File(s) Summary
Sample and CLI entry-point tools
Assets/Editor/CustomCommandSamples/HelloWorld/Skill/SKILL.md, Packages/src/Cli~/internal/skills/skill-definitions/cli-only/uloop-focus-window/Skill/SKILL.md, Packages/src/Cli~/internal/skills/skill-definitions/cli-only/uloop-launch/Skill/SKILL.md
HelloWorld sample, focus-window, and launch skill descriptions are updated to emphasize custom tool wiring verification, window foreground behavior, and project launch/restart semantics.
Scene and object inspection tools
Packages/src/Editor/FirstPartyTools/FindGameObjects/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/GetHierarchy/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/ClearConsole/Skill/SKILL.md
FindGameObjects, GetHierarchy, GetLogs, and ClearConsole descriptions are rewritten to focus on what data they retrieve and their inspection scope, removing detailed return-contracts and procedural guidance.
Editor execution and output tools
Packages/src/Editor/FirstPartyTools/Compile/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/ExecuteDynamicCode/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/RunTests/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/Screenshot/SKILL.md
Compile, ExecuteDynamicCode, ControlPlayMode, RunTests, and Screenshot descriptions are simplified to state execution behavior, output format, and context-specific requirements.
Input recording, playback, and simulation tools
Packages/src/Editor/FirstPartyTools/RecordInput/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/ReplayInput/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md
RecordInput, ReplayInput, SimulateKeyboard, SimulateMouseInput, and SimulateMouseUi descriptions are rewritten to clarify input type, PlayMode context, and input system distinctions.

Estimated code review effort

🎯 1 (Trivial) | ⏱️ ~3 minutes

Possibly related PRs

  • hatayama/unity-cli-loop#1003: Documents intended routing and workflow clarification between execute-dynamic-code, find-game-objects, and get-hierarchy tools that this PR also updates descriptions for.
  • hatayama/unity-cli-loop#1002: Clarifies selection-based behavior (--search-mode Selected/--use-selection) for find-game-objects and get-hierarchy, which aligns with this PR's description rewrites emphasizing selection-based lookups.
  • hatayama/unity-cli-loop#941: Updates whitespace/layout in simulate-mouse-input and simulate-mouse-ui SKILL.md files that this PR also modifies.
🚥 Pre-merge checks | ✅ 5
✅ Passed checks (5 passed)
Check name Status Explanation
Description check ✅ Passed The description is directly related to the changeset, explaining the rationale for shortening skill descriptions, user impact, and verification approach.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
Title check ✅ Passed The title accurately describes the primary change: shortening/simplifying skill descriptions across multiple uloop tools in the SKILL.md files.

✏️ Tip: You can configure your own custom pre-merge checks in the settings.

✨ Finishing Touches
🧪 Generate unit tests (beta)
  • Create PR with unit tests
  • Commit unit tests in branch feature/hatayama/shorten-skill-description

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🧹 Nitpick comments (1)
Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.md (1)

4-4: 💤 Low value

Consider using "PlayMode" for consistency.

The description uses "Play Mode" (two words), but other skill descriptions use "PlayMode" (one word, PascalCase). For example, RecordInput, ReplayInput, SimulateKeyboard, and SimulateMouseInput all use "PlayMode" in their descriptions.

Suggested rewording for consistency
-description: "Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection."
+description: "Control Unity Editor PlayMode. Use to start, stop, or pause PlayMode for runtime behavior checks and frame inspection."
🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.md` at line
4, Update the SKILL.md description to use the project’s PascalCase term
"PlayMode" instead of "Play Mode" for consistency; edit the description field in
SKILL.md (the description: "Control Unity Editor Play Mode..." line) to read
"Control Unity Editor PlayMode. Use to start, stop, or pause PlayMode for
runtime behavior checks and frame inspection." so it matches other skills like
RecordInput/ReplayInput.
🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Nitpick comments:
In `@Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.md`:
- Line 4: Update the SKILL.md description to use the project’s PascalCase term
"PlayMode" instead of "Play Mode" for consistency; edit the description field in
SKILL.md (the description: "Control Unity Editor Play Mode..." line) to read
"Control Unity Editor PlayMode. Use to start, stop, or pause PlayMode for
runtime behavior checks and frame inspection." so it matches other skills like
RecordInput/ReplayInput.

ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

Run ID: b3bef114-b9f7-47c5-849f-853b2dd95999

📥 Commits

Reviewing files that changed from the base of the PR and between 8a12164 and 80caf89.

📒 Files selected for processing (17)
  • Assets/Editor/CustomCommandSamples/HelloWorld/Skill/SKILL.md
  • Packages/src/Cli~/internal/skills/skill-definitions/cli-only/uloop-focus-window/Skill/SKILL.md
  • Packages/src/Cli~/internal/skills/skill-definitions/cli-only/uloop-launch/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/ClearConsole/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/Compile/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/ExecuteDynamicCode/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/FindGameObjects/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/GetHierarchy/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/RecordInput/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/ReplayInput/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/RunTests/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/Screenshot/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md

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No issues found across 17 files

Re-trigger cubic

hatayama added 4 commits May 17, 2026 16:39
Keep the bundled skill descriptions focused on trigger-worthy actions while moving detailed prerequisites out of the frontmatter. Add AssetDatabase refresh and .meta generation as explicit dynamic-code triggers.
Remove detailed PlayMode and Input System prerequisite wording from the bundled skill description so the frontmatter stays focused on routing triggers.
Move prerequisite and operational details out of skill descriptions and into the relevant body sections so the frontmatter stays concise without losing guidance.
Use the same package and Active Input Handling prerequisite wording across New Input System-dependent skill bodies so detailed guidance stays consistent outside frontmatter.
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1 issue found across 5 files (changes from recent commits).

Prompt for AI agents (unresolved issues)

Check if these issues are valid — if so, understand the root cause of each and fix them. If appropriate, use sub-agents to investigate and fix each issue separately.


<file name="Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md">

<violation number="1" location="Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md:87">
P2: Avoid instructing users to change Player Settings > Active Input Handling in this skill doc; treat New Input System availability as an assumption and point to a fallback path.

(Based on your team's feedback about New Input System docs avoiding Active Input Handling setting changes.) [FEEDBACK_USED]</violation>
</file>

Tip: Review your code locally with the cubic CLI to iterate faster.
Re-trigger cubic

Comment thread Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md Outdated
@hatayama hatayama changed the title chore: Make Unity tool skill descriptions more concise fix: Make Unity tool skill descriptions more concise May 17, 2026
hatayama added 2 commits May 17, 2026 17:05
Replace Player Settings guidance in New Input System skill bodies with a project-specific fallback path so the docs do not encourage changing Active Input Handling just for tooling.
Keep New Input System prerequisites focused on the actual assumption instead of directing users to another tool from these skill docs.
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1 issue found across 4 files (changes from recent commits).

Prompt for AI agents (unresolved issues)

Check if these issues are valid — if so, understand the root cause of each and fix them. If appropriate, use sub-agents to investigate and fix each issue separately.


<file name="Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md">

<violation number="1" location="Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md:62">
P2: Restore the fallback guidance for non–New Input System projects in this scenario row.

(Based on your team's feedback about documenting an `execute-dynamic-code` fallback for Input System-dependent skills.) [FEEDBACK_USED]</violation>
</file>

Tip: Review your code locally with the cubic CLI to iterate faster.
Re-trigger cubic

@hatayama hatayama merged commit c09a5af into v3-beta May 17, 2026
13 checks passed
@hatayama hatayama deleted the feature/hatayama/shorten-skill-description branch May 17, 2026 08:20
@github-actions github-actions Bot mentioned this pull request May 17, 2026
@coderabbitai coderabbitai Bot mentioned this pull request May 17, 2026
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