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{
"version": "1.0.0",
"skillHash": "sha256:f85ddd509a5706f3be9a3c56a3148c35f261a4404a4ab539c1208433ec63606a",
"scoredAt": "2026-05-13T10:30:03.770Z",
"backend": "subagent",
"model": "claude-sonnet-4-6",
"quality": {
"score": 93,
"dimensions": {
"clarity": "PASS",
"completeness": "WEAK",
"conciseness": "PASS",
"actionability": "PASS",
"crossPlatform": "PASS",
"examples": "PASS"
},
"issues": [
{
"severity": "MEDIUM",
"category": "completeness",
"detail": "The skill file does not cover error handling or edge cases, focusing only on happy paths."
}
]
},
"security": {
"verdict": "SAFE",
"issues": []
},
"impact": {
"baselineAvg": 68,
"treatmentAvg": 95,
"multiplier": 1.4,
"scenarios": [
{
"name": "PlayerController with CharacterController, ground check, and Animator flags",
"baseline": 65,
"treatment": 95,
"rationale": "Baseline produces working CharacterController code but typically uses string-based SetBool calls each frame and skips the Animator.StringToHash caching pattern shown in the skill; treatment uses Physics.CheckSphere and cached hash IDs."
},
{
"name": "WeaponData ScriptableObject for designer-driven items",
"baseline": 70,
"treatment": 95,
"rationale": "ScriptableObject + CreateAssetMenu is widely known so baseline gets the basics, but treatment matches the skill's exact data-driven pattern (damage/attackSpeed/range, [TextArea], asset-creation explanation) more completely."
}
]
}
}

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