游戏开发
游戏开发与引擎工具
nba-game-intel
mishankov
Retrieve NBA game information from ESPN public APIs, including daily scoreboards, game summaries, boxscores, play-by-play, team lists, team schedules, and standings context. Use when requests ask for NBA scores, live game status, specific game-id details, or team-centric recent/upcoming game context.
unity-document-system
cuozg
Write system documentation with architecture diagrams, data flows, and usage guides for Unity systems. Triggers — 'document system', 'system documentation', 'write system docs', 'architecture docs'.
unity-debug-quick
cuozg
Interactively diagnose Unity bugs — parse symptom, investigate, propose 2+ solutions, user picks, fix, loop until resolved. Triggers — 'debug this', 'why is this broken', 'fix this bug', 'something is wrong', 'not working'.
minecraft-spell-production
Gustavaopere
Use when a Minecraft spell or magical ability needs end-to-end production or review across mechanics, casting, animation, models, VFX, audio, feedback, accessibility, synchronization, lifecycle, and performance.
first-principle-thinking
campbellmcgregor
Expert methodology for breaking down complex problems into fundamental truths and rebuilding solutions from the ground up. Use when users need breakthrough innovation (not incremental improvement), question industry assumptions, face seemingly impossible problems, want to understand root causes, ask "why does this have to be this way", "rethink from scratch", "reimagine this", request analysis "from first principles", want to challenge conventional wisdom, question everything, or need to deconstruct problems to their core elements. Ideal for strategic decisions, innovation challenges, cost optimization, and escaping local optima.
required-attribute
PoleonDe
Use this skill when working with the Control Tools Required Attribute Unity package, especially when adding required-field validation, explaining package behavior, or changing its Unity Editor tooling.
level-design
odysseythink
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
unity-catalog-tagger
fusionet24
Manage Unity Catalog metadata tags for data governance and classification. Use when applying tags to tables and columns, classifying data sensitivity (PII, PHI), marking data quality attributes, or when user mentions Unity Catalog tagging, metadata management, data governance, or compliance workflows.
ts-tui-game-skill
Kadajett
Build beautiful, performant TUI applications and games with TypeScript and blessed. Provides patterns, templates, and best practices for terminal interfaces.
skills-bundle
verustcode
Use when user describes a complex project goal, wants to set up multiple skills at once, asks "what skills do I need for X", or needs to manage installed skill bundles. Triggers on multi-skill setup, skill combination, project bootstrapping, or batch skill management.
game-architecture
ScruffyProdigy
Code-level architecture patterns for browser games -- EventBus, centralized GameState, constants, module layering, restart-safety, communication systems (chat/emotes/quick-chat), and implementing client-side prediction/server reconciliation ("predict and rewind"). Use when structuring a new game project, organizing game code, deciding how systems should communicate, or making architectural decisions about game code. Applies to single-player and multiplayer games alike. For multiplayer-specific design concerns (client/server authority, disconnect/reconnect, turn structure, competitive balance, anti-cheat, lobby UX), use the multiplayer-game-design skill instead.
monad-casino-agent
veithly
"🎰 Monad Casino - An AI-powered casino where OTHER AI agents gamble against each other. You're the house. The house always wins. Built for Moltiverse Hackathon."
tee-usage
interaeronav
Drive TEE's lanes - Blender or Unreal scenes, partkiln mechanical CAD, seamkiln garments, and the headless point-cloud, PDF, extraction and sense lanes - through the TEE MCP server with minimal tokens; the macro-first, diff-based operating procedure. Use whenever a TEE server (tee_* tools) is connected and you are modelling, drafting, measuring, extracting, furnishing, or verifying anything it serves.
phaser-arcade-physics
odysseythink
Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
godot-verify
Chen19007
Validate Godot GDScript files using gdlint, gdformat, gdradon, and LSP diagnostics. Use when users want to: (1) Check code quality after making changes, (2) Validate before committing, (3) Run code metrics analysis, (4) Run export validation, (5) Get real-time LSP diagnostics. Uses command-line tools directly and MCP tools for LSP integration.
flame-systems
miles990
Flame Engine 14 game systems - quest, dialogue, inventory, combat, save/load, shop, crafting, and more
2d-games
GilvanS
2D game development principles. Sprites, tilemaps, physics, camera.
ai-plays-poke
wojons
"Autonomous Pokémon AI benchmarking system — PyBoy emulator, RAM-based game state reader, GOAP planner, vision pipeline. ~53,500 lines of specifications."
hytopia-events
Abstrucked
Helps handle events and input in HYTOPIA SDK games. Use when users need to respond to player actions, game events, chat commands, or input handling. Covers event listeners, chat commands, player input, and game lifecycle events.
threejs-postprocessing
epun
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
ship-interior
michaelkocandrle
Walkable ship interiors in gamespace - the project's own interior kit (Tools/Kit/: kit_build.py batches, kit_geo, kit_rules.json, kit_parts.json, import_kit.py, showroom on key U), kit rooms inside a ship (interior.kit_modules in <Ship>_hs.json, hs_interior.py, Tools/Assets/kit_rooms.py, kit_layout.py, hull_fit), the walkable ship (WalkSeat/WalkRamp sockets, SetInteriorWalk, F to stand up/sit/leave), interior lights (SHADOWED_SOCKETS, InteriorOnly, MegaLights), materials, grime cards, decals and labels, cockpit glass/hologram/control modules, space.Kit/space.Walk/space.Where console commands, measure_look targets and interior traps. Reference files: kit-design.md (kit design language, grid, sections, budgets) and steadfast-legacy.md (the old Steadfast interior pipeline). Load when adding or changing interior rooms, kit parts, props, decals, lights or materials, walking inside a ship, or fixing holes, flicker, grey checkerboard or wrong colours inside a ship.
minecraft-resource-pack
Gustavaopere
"Create and debug Minecraft 1.21.x resource packs, including pack metadata, textures, models, blockstates, item definitions, sounds, fonts, animations, and shaders. Use for client-side visual or audio assets without gameplay code."
unreal-enhanced-input
odysseythink
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
odin
4Players
"ODIN platform by 4Players - real-time voice chat SDKs, game server hosting, and video conferencing. Use when: building applications with voice chat (Unity, Unreal, Web, Swift, Node.js, C/C++), deploying game servers with ODIN Fleet, or integrating video conferencing with ODIN Rooms."