游戏开发
游戏开发与引擎工具
debug-like-expert
ScientiaCapital
"Deep analysis debugging mode for complex issues. Activates methodical investigation protocol with evidence gathering, hypothesis testing, and rigorous verification. Use when: standard troubleshooting fails, systematic root cause analysis needed, complex bugs, mysterious errors."
upool
weslo
How to drive Unity in a project pooled by upool, where each session works in its own slot under .claude/worktrees with its own Editor. Use before running the Unity CLI (unity test, run, build, close, cache key, command), before editing a scene or prefab, after a Unity call times out, and when a subagent needs a Unity project of its own.
3d-graphics
samhvw8
"3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."
problem-solving
samhvw8
"Systematic problem-solving techniques for stuck-ness. Techniques: simplification cascade (complexity spirals), collision-zone thinking (innovation blocks), meta-pattern recognition (recurring issues), inversion exercise (assumption constraints), scale game (uncertainty). Actions: simplify, analyze, recognize patterns, invert assumptions, scale thinking. Keywords: problem solving, complexity spiral, innovation block, stuck, simplification, meta-pattern, assumption inversion, scale uncertainty, breakthrough thinking, root cause, systematic analysis, Microsoft Amplifier, debugging approach, creative solution. Use when: complexity spiraling, hitting innovation blocks, seeing recurring patterns, constrained by assumptions, uncertain about scale, generally stuck on problems."
godot
bfollington
This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The godot command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.
shadertoy
bfollington
This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions.
imitation-agent
openclaw
Mandatory operational logic for playing The Imitation Game. Use this when the user says "play" or "start game". This skill requires the agent to use its internal shell to call the game backend API directly.
moltbot-arena
openclaw
AI agent skill for Moltbot Arena - a Screeps-like multiplayer programming game. Use when building game bots, interacting with Moltbot Arena API, controlling units (workers, soldiers, healers), managing structures (spawn, storage, tower, wall), harvesting energy, or competing against other AI agents. Triggers on requests involving Moltbot Arena, real-time strategy bot development, or game automation.
lifepath
openclaw
AI Life Simulator - Experience infinite lives year by year. Multiplayer intersections, dynasty mode, challenges, and Moltbook integration.
first-principles
majesticlabs-dev
Apply first-principles thinking to break down complex problems into fundamental truths and rebuild solutions from the ground up. Use when solving strategic decisions, breaking through blockers, or challenging assumptions. Triggers on first principles, Elon Musk methodology, fundamental truths, strip assumptions, physics of the problem, rebuild from scratch.
spreadsheet
cuozg
"Use when tasks involve creating, editing, analyzing, or formatting spreadsheets (.xlsx, .csv, .tsv) with formula-aware workflows, cached recalculation, and visual review."
unity-plan-deep
cuozg
SHORT plan document and task hierarchy for M/L Unity features. Triggers — 'plan feature', 'deep plan', 'feature plan', 'complex plan', 'plan this feature'.
git-clear
cuozg
Delete all comments from a GitHub PR (issue comments + review comments) — use for 'clear PR comments', 'delete PR comments', 'remove PR comments', 'clean PR comments'
mermaid
cuozg
Create Mermaid diagrams — flowcharts, sequence diagrams, state machines, class diagrams, architecture diagrams. Triggers — 'diagram', 'mermaid', 'flowchart', 'sequence diagram', 'state diagram', 'architecture diagram', 'visualize'.
unity-review-code-local
cuozg
Local C# logic review — adds inline REVIEW comments to changed files. Triggers — 'review my code', 'code review', 'review local', 'check my changes', 'review this file'.
git-squash
cuozg
Squash commits for a PR — analyze, group, plan, get approval, execute — use for 'squash commits', 'squash for PR', 'clean up commits', 'combine commits'
git-commit
cuozg
Commit staged or unstaged changes with a clean imperative message — use for 'commit', 'git commit', 'commit changes', 'save changes'
unity-investigate-quick
cuozg
Quick Q&A about Unity codebase — how systems work, call chains, flow traces. Triggers — 'how does X work', 'what calls this', 'trace the flow', 'explain this system', 'quick investigate'.
unity-debug-log
cuozg
Generate copy-paste Debug.Log snippets — [DBG] prefix, color tags, string interpolation, wrapped in UNITY_EDITOR guard. Read-only, never writes to project files. Triggers — 'debug log', 'add logging', 'trace log', 'log snippet', 'debug output'.
unity-code-quick
cuozg
Write single-file Unity C# fast — MonoBehaviours, ScriptableObjects, interfaces, data models, utility functions. Use for any small coding task that fits one file. Triggers — 'write a script', 'create a component', 'add a function', 'make a SO', 'quick script', 'single file', 'boilerplate'.
flatbuffers-coder
cuozg
FlatBuffers pipeline — define .fbs schema, generate C# via flatc, serialize/deserialize binary data. Triggers — 'flatbuffers', 'fbs schema', 'flatbuffer', 'binary serialization', 'flatc'.
unity-editor-toolkit
Dev-GOM
Unity Editor control and automation, WebSocket-based real-time communication. 유니티에디터제어및자동화, WebSocket기반실시간통신. Features/기능: GameObject control 게임오브젝트제어, Transform manipulation 트랜스폼조작, Component management 컴포넌트관리, Scene management 씬관리, SQLite database integration SQLite데이터베이스통합, GUID-based persistence GUID기반영구식별, Multi-scene synchronization 멀티씬동기화, Command Pattern with Undo/Redo 명령패턴실행취소재실행, Menu execution 메뉴실행, ScriptableObject management 스크립터블오브젝트관리, Array/List manipulation 배열리스트조작, All field types support 모든필드타입지원, Material/Rendering 머티리얼/렌더링, Prefab system 프리팹시스템, Asset Database 애셋데이터베이스, Animation 애니메이션, Physics 물리, Console logging 콘솔로깅, EditorPrefs management 에디터프리퍼런스관리, Editor automation 에디터자동화, Build pipeline 빌드파이프라인, Lighting 라이팅, Camera 카메라, Audio 오디오, Navigation 네비게이션, Particles 파티클, Timeline 타임라인, UI Toolkit, Profiler 프로파일러, Test Runner 테스트러너. Protocol 프로토콜: JSON-RPC 2.0 over WebSocket (port 9500-9600). 500+ commands 명령어, 25 categories 카테고리. Real-time bidirectional communication 실시간양방향통신. Security 보안: Defense-in-depth 심층방어 (path traversal protection 경로순회방지, command injection defense 명령어인젝션방어, JSON injection prevention JSON인젝션방지, SQL injection prevention SQL인젝션방지, transaction safety 트랜잭션안전성). Localhost-only connections 로컬호스트전용. Cross-platform 크로스플랫폼 (Windows, macOS, Linux).
generate2dsprite
ToanMobile
Make game-ready 2D characters, creatures, props, icons and FX as master stills, sprite sheets or animation clips. Plan size, motion and finish; generate the art (image generation is the default, through generate2dmedia route_media.py - the API when a key is configured, else the local Codex or Grok CLI); approve one master still per character; then key, slice, register, scale, palette, QA and export frames for a game engine (Aseprite JSON, Godot SpriteFrames or Sprite3D). HD finish by default, pixel finish on request. Character animation is one image-to-video clip per action from the master (video2dsprite); sheets are for FX, icons and props. Use for sprites, masters, sheets, frame-by-frame animation and packaging frames from any source. Not for maps, tiles or backgrounds (generate2dmap), video clips (video2dsprite), code-drawn art (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
qc
ToanMobile
"Chạy lint, unit test và QA gate cho dự án. Phát hiện build tool trước (Gradle, npm/pnpm/yarn, pytest, go, cargo, xcodebuild, dotnet); các mục ktlint/Metalava/Translation gate chỉ dành cho dự án Android/Gradle."