fix: Make Unity tool skill descriptions more concise#1148
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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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📝 WalkthroughWalkthroughThis PR updates the YAML frontmatter ChangesTool description metadata updates
Estimated code review effort🎯 1 (Trivial) | ⏱️ ~3 minutes Possibly related PRs
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🧹 Nitpick comments (1)
Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.md (1)
4-4: 💤 Low valueConsider 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
📒 Files selected for processing (17)
Assets/Editor/CustomCommandSamples/HelloWorld/Skill/SKILL.mdPackages/src/Cli~/internal/skills/skill-definitions/cli-only/uloop-focus-window/Skill/SKILL.mdPackages/src/Cli~/internal/skills/skill-definitions/cli-only/uloop-launch/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/ClearConsole/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/Compile/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/ExecuteDynamicCode/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/FindGameObjects/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/GetHierarchy/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/RecordInput/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/ReplayInput/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/RunTests/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/Screenshot/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md
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
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
Summary
.agentsand.claudeskill copies are kept out of this PR, so only package source definitions change.User Impact
Changes
Verification
git diff origin/v3-beta...HEAD --statgit diff origin/v3-beta...HEAD --name-statusgit diff --quiet origin/v3-beta...HEAD -- .agents .claudegit diff --check origin/v3-beta...HEAD