Trending Skills

The hottest skills gaining momentum in the community right now.

Showing 49-72 of 2400 skills
ccch1mneyyy

vuln-check

by ccch1mneyyy

Check resolved dependencies and relevant code paths for security vulnerabilities. Use for security checks or /vuln-check; use audit for a broader correctness and maintainability assessment.

Code Review 5.5K 1mo ago
ccch1mneyyy

practice

by ccch1mneyyy

Guide a programming exercise using dsh-tui or a topic the user wants to learn. Use for practice and coaching requests, rather than requests to deliver a product change.

Comments 5.5K 1mo ago
ccch1mneyyy

bug

by ccch1mneyyy

Turn a reported defect into an actionable bug report or issue draft. Use when the user asks to capture or document a bug; a request to fix broken behavior should proceed to diagnosis and repair.

Analytics 5.5K 1mo ago
ccch1mneyyy

review

by ccch1mneyyy

"Review or de-slop concrete changes in ccch1mneyyy/dsh-TUI at maintainer level: PR numbers or URLs, branches, commit ranges, patch files, staged or unstaged worktrees, and scoped repository-hygiene requests. Use for evidence-first correctness, contract, repository-rule, process, and behavior-preserving cleanup review, including debug residue, dead or duplicate code, speculative abstractions, stale comments or tests, and unrelated diff churn. Do not use for abstract designs with no concrete repository artifact; use audit for repository-wide assessments and vuln-check for security-only checks."

Code Review 5.5K 1mo ago
scenario-labs

scenario-unity-performance

by scenario-labs

"Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player."

Game Dev 1.1K 27d ago
scenario-labs

scenario-godot-gameplay

by scenario-labs

"Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless."

Game Dev 1.1K 20d ago
scenario-labs

scenario-godot-2d

by scenario-labs

"Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario."

Game Dev 1.1K 20d ago
scenario-labs

scenario-unity-vfx

by scenario-labs

"Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability."

Game Dev 1.1K 27d ago
scenario-labs

scenario-zbrush-automation

by scenario-labs

"Use when automating ZBrush 2026: batch processing a folder of OBJ or ZTL files, a ZBrush Python script or ZScript, recording a macro to learn a palette path, the ZBrush -script command line, scripting UV Master, Decimation Master or Multi Map Exporter, exporting every SubTool, GoZ or GoB round trips with Maya or Blender, renaming SubTools, or batch reports. Also when a plugin press never returns, a dialog stalls a batch, one file kills the whole run, or GoZ updates the wrong SubTool."

Design 1.1K 27d ago
scenario-labs

scenario-unity-expert

by scenario-labs

"Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity-* specialist."

Game Dev 1.1K 27d ago
scenario-labs

scenario-chatgpt-pet-create

by scenario-labs

"Use when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making the 1536x2288 v2 pet sprite sheet with nine animation states and sixteen look directions, the 1536x1872 v1 sheet ChatGPT web uploads, a pixel-perfect pixel-art pet, an animated GIF of the pet, or a Codex pet.json package."

Design 1.1K 14d ago
scenario-labs

scenario-blender-previs-storyboard

by scenario-labs

"Use when turning a script or story into previs, layout, storyboards or an animatic in Blender: beats to shot list, camera and lens per shot, staging, camera height, 180-degree rule, screen direction, shot sizes, when to cut, camera moves, timing stills in the Video Sequencer, markers bound to cameras, Story Tools, Grease Pencil or 2D/3D hybrid boards. Also when an animatic shows the wrong frame, blocking keys are not stepped, Rigify operators are missing, or viewport render fails headless."

Responsive 1.1K 27d ago
scenario-labs

scenario-ace-step

by scenario-labs

"Use when creating or editing music with ACE-Step models on Scenario via MCP: text-to-music songs with sung vocals from a lyric sheet, instrumental tracks, covering or restyling an existing song, repainting one section in place, changing sung lyrics, adding an instrument layer, completing a partial recording into a full arrangement, extracting stems, or choosing between Turbo and Quality lanes. Keywords: ACE-Step 1.5, cover strength, repaint, Vocal2BGM, stem separation, karaoke, BPM."

Database 1.1K 1mo ago
scenario-labs

scenario-formats

by scenario-labs

"Use when one approved visual, image or video, must ship at many sizes or placements through Scenario: adapting a master to 1:1, 4:5, 9:16, or 16:9, social formats for feeds and stories, YouTube thumbnails, storefront capsules and app store graphics, marketplace product images, link previews, display banners, a website hero, or choosing between crop, resize, expand, and generative reframe. Keywords: aspect ratio, resize, reframe, outpaint, expand, derivative, safe zone, thumbnail, banner."

Design 1.1K 1mo ago
scenario-labs

scenario-maya-groom

by scenario-labs

"Use when grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails."

Game Dev 1.1K 27d ago
scenario-labs

scenario-3d-worlds

by scenario-labs

"Use when generating navigable 3D worlds or Gaussian splat scenes on Scenario via MCP: text-to-world, image-to-world, a 360 panorama or skybox turned into a walkable splat, multi-view photos or a video walkthrough reconstructed as a splat, or one object photo to splat. Keywords: World Labs Marble 1.1, 1.1 Plus, 1.0 Draft, Hunyuan World, HY World, image-to-skybox, skybox-to-splat, multiview-to-splat, TripoSplat, gaussian splatting, 3DGS, spz, world generation, explorable scene, VR."

Database 1.1K 27d ago
scenario-labs

scenario-game-assets

by scenario-labs

"Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal."

Design 1.1K 19d ago
heygen-com

captions-overlay

by heygen-com

Overlay doctrine for captions in HyperFrames videos — the caption MODEL (drop / rail / embed) and the rule that captions are an OVERLAY composited on top of the film, never a reserved bottom band you shift content up to avoid. Load when adding captions/subtitles to a talking-head or launch video, when deciding whether a phrase should be dropped, ride the verbatim rail, or be promoted to a scarce embedded climax, when laying out a composition that will carry captions (do NOT reserve a keep-out band), or when centering a composition on the true frame center under captions. Applies ON TOP of the /hyperframes skill's references/captions.md.

Legal 70.5K 2d ago
heygen-com

slideshow

by heygen-com

Build a HyperFrames slideshow to present live - slides, fragment reveals, branching hotspots and presenter mode with speaker notes, served by hyperframes present - or turn an existing page into one. Use when the person wants a deck or presentation rather than a rendered video.

Processing 70.5K 2d ago
heygen-com

seam-craft

by heygen-com

Render-correctness doctrine for scene-to-scene seams in HyperFrames launch videos — the prerequisites that make transitions composite correctly on the master timeline. Load when assembling the master timeline / index.html, when a white flash appears at a cut or crossfade seam (especially on dark films), when reasoning about why a transition opacity dip shows through, or when verifying the render-side mechanics of how overlapping scene wrappers blend. Covers the opaque stage-ground (#root background) white-flash guard and how the injector overlaps wrappers, holds final frames, ping-pongs tracks, and stamps lint-clean template code onto the master timeline. Does NOT contain the per-transition catalog — see the transition registry for individual transition entries.

Templates 70.5K 1mo ago
heygen-com

changelog-video

by heygen-com

Turn a weekly changelog .md into a finished branded changelog video (square 1080, ~45-60s, Annie VO, animated brand background, mock-UI visualizations, lowkey captions). Use when the user provides a changelog/digest markdown and wants the weekly video, or says "changelog video". Self-contained — fonts, background, lexicon, and scripts ship in this skill.

Design 70.5K 1mo ago
heygen-com

figma

by heygen-com

Bring Figma into a HyperFrames video - rendered assets, brand tokens, components, storyboard frames as reconstructed motion (frames read as states, not slides), shaders and connector-assisted motion. Use when the person pastes a figma.com link or asks to use a Figma design, frame, logo or brand.

Animation 70.5K 2d ago
heygen-com

oversized-cursor

by heygen-com

House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff.

Design 70.5K 1mo ago
morluto

rea-ci-tests-audit

by morluto

Audit REA CI and test suites for correctness, fixture drift, false passes, and measured performance; use for suite or workflow investigations and efficiency changes, rather than ordinary feature testing or a single test failure.

Code Review 370.7K 10d ago