category focus

Gaming

Game development engines and assets.

1964 skillsall categories
sorting
stars
current ordering strategy
query
all entries
refine the visible subset
gaming
291

desk-accessory

Generate desk accessories for the Claude Office Visualizer. Creates small office items (mugs, staplers, plants, etc.) that sit on agent desks. Items are made grayscale/white by default so they can be tinted different colors for variety.

paulrobello
paulrobello
development
open
gaming
291

character-sprite

Generate complete character sprite sheets for the Claude Office Visualizer agents. Creates all animation frames (idle, walking, typing, handoff, coffee) with consistent character design across all sheets. Uses iterative approval workflow and reference-based generation for consistency.

paulrobello
paulrobello
development
open
gaming
288

strategy-frameworks

Creates product strategies using Crossing the Chasm, Playing to Win, and strategic canvas frameworks. Use when defining where to play and how to win, choosing beachhead markets, or connecting tactics to strategy.

menkesu
menkesu
development
open
gaming
288

ai-startup-building

Builds AI-native products using Dan Shipper's 5-product playbook and Brandon Chu's AI product frameworks. Use when implementing prompt engineering, creating AI-native UX, scaling AI products, or optimizing costs. Focuses on 2025+ best practices.

menkesu
menkesu
development
open
gaming
286

interactive-story

Auto-triggers when user says 'new adventure', 'start adventure', 'new fantasy', 'save adventure', 'end adventure', 'load adventure', 'resume adventure', 'continue adventure', 'let's play', 'VN mode', or on numbered choice input (1-5) or free text dialogue during an active adventure.

Kiyoraka
Kiyoraka
development
open
gaming
281

uloop-replay-input

Replay recorded input during PlayMode with frame-precise injection. Use when you need to: (1) Reproduce recorded gameplay exactly, (2) Run E2E tests from recorded input, (3) Generate demo videos with consistent input.

hatayama
hatayama
development
open
gaming
281

uloop-get-hierarchy

Get Unity scene hierarchy as a structured tree. Use when you need to: (1) Inspect scene structure and parent-child relationships, (2) Explore GameObjects and their components, (3) Get hierarchy from a specific root path or selected objects. Returns the scene's GameObject tree.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-keyboard

Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input like Shift+W for sprint.

hatayama
hatayama
development
open
gaming
281

uloop-control-play-mode

Control Unity Editor play mode (play/stop/pause). Use when you need to: (1) Start play mode to test game behavior, (2) Stop play mode to return to edit mode, (3) Pause play mode for frame-by-frame inspection.

hatayama
hatayama
development
open
gaming
281

uloop-find-game-objects

Find GameObjects in the active scene by various criteria. Use when you need to: (1) Search for objects by name, regex, or path, (2) Find objects with specific components, tags, or layers, (3) Get currently selected GameObjects in Unity Editor. Returns matching GameObjects with hierarchy paths and components.

hatayama
hatayama
development
open
gaming
281

uloop-execute-dynamic-code

Execute C# code dynamically in Unity Editor. Use when you need to: (1) Wire prefab/material references and AddComponent operations, (2) Edit SerializedObject properties and reference wiring, (3) Perform scene/hierarchy edits and batch operations, (4) PlayMode automation (click buttons, raycast, invoke methods), (5) PlayMode UI controls (InputField, Slider, Toggle, Dropdown), (6) PlayMode inspection (scene info, reflection, physics state). NOT for file I/O or script authoring.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-keyboard

Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input like Shift+W for sprint.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-mouse-ui

Simulate mouse click, long-press, and drag on PlayMode UI elements via EventSystem screen coordinates. Use when you need to: (1) Click buttons or interactive UI elements during PlayMode testing, (2) Drag UI elements from one position to another, (3) Hold a drag at a position for inspection before releasing, (4) Long-press UI elements that respond to sustained pointer-down. For game logic that reads Input System (e.g. WasPressedThisFrame), use simulate-mouse-input instead.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-mouse-input

Simulate mouse input in PlayMode via Input System. Injects button clicks, mouse delta, and scroll wheel directly into Mouse.current. Use when you need to: (1) Click in games that read Mouse.current.leftButton.wasPressedThisFrame, (2) Right-click for actions like block placement, (3) Inject mouse delta for FPS camera control, (4) Inject scroll wheel for hotbar switching or zoom. For UI elements with IPointerClickHandler, use simulate-mouse-ui instead.

hatayama
hatayama
development
open
gaming
281

uloop-get-hierarchy

Get Unity scene hierarchy as a structured tree. Use when you need to: (1) Inspect scene structure and parent-child relationships, (2) Explore GameObjects and their components, (3) Get hierarchy from a specific root path or selected objects. Returns the scene's GameObject tree.

hatayama
hatayama
development
open
gaming
281

uloop-record-input

Record keyboard and mouse input during PlayMode into a JSON file. Use when you need to: (1) Capture human gameplay input for later replay, (2) Record input sequences for E2E testing, (3) Save input for bug reproduction.

hatayama
hatayama
development
open
gaming
281

uloop-replay-input

Replay recorded input during PlayMode with frame-precise injection. Use when you need to: (1) Reproduce recorded gameplay exactly, (2) Run E2E tests from recorded input, (3) Generate demo videos with consistent input.

hatayama
hatayama
development
open
gaming
281

uloop-record-input

Record keyboard and mouse input during PlayMode into a JSON file. Use when you need to: (1) Capture human gameplay input for later replay, (2) Record input sequences for E2E testing, (3) Save input for bug reproduction.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-mouse-input

Simulate mouse input in PlayMode via Input System. Injects button clicks, mouse delta, and scroll wheel directly into Mouse.current. Use when you need to: (1) Click in games that read Mouse.current.leftButton.wasPressedThisFrame, (2) Right-click for actions like block placement, (3) Inject mouse delta for FPS camera control, (4) Inject scroll wheel for hotbar switching or zoom. For UI elements with IPointerClickHandler, use simulate-mouse-ui instead.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-mouse-ui

Simulate mouse click, long-press, and drag on PlayMode UI elements via EventSystem screen coordinates. Use when you need to: (1) Click buttons or interactive UI elements during PlayMode testing, (2) Drag UI elements from one position to another, (3) Hold a drag at a position for inspection before releasing, (4) Long-press UI elements that respond to sustained pointer-down. For game logic that reads Input System (e.g. WasPressedThisFrame), use simulate-mouse-input instead.

hatayama
hatayama
development
open
gaming
281

uloop-control-play-mode

Control Unity Editor play mode (play/stop/pause). Use when you need to: (1) Start play mode to test game behavior, (2) Stop play mode to return to edit mode, (3) Pause play mode for frame-by-frame inspection.

hatayama
hatayama
development
open
gaming
281

simulate-mouse-demo

Run the SimulateMouse demo scenario on SimulateMouseDemoScene. Clicks buttons, long-presses, drags boxes, split-drags through waypoints, and operates the virtual pad. Use when the user asks to run the simulate-mouse demo, test mouse simulation, or exercise the demo scene.

hatayama
hatayama
development
open
gaming
281

uloop-find-game-objects

Find GameObjects in the active scene by various criteria. Use when you need to: (1) Search for objects by name, regex, or path, (2) Find objects with specific components, tags, or layers, (3) Get currently selected GameObjects in Unity Editor. Returns matching GameObjects with hierarchy paths and components.

hatayama
hatayama
development
open
gaming
281

uloop-execute-dynamic-code

Execute C# code dynamically in Unity Editor. Use when you need to: (1) Wire prefab/material references and AddComponent operations, (2) Edit SerializedObject properties and reference wiring, (3) Perform scene/hierarchy edits and batch operations, (4) PlayMode automation (click buttons, raycast, invoke methods), (5) PlayMode UI controls (InputField, Slider, Toggle, Dropdown), (6) PlayMode inspection (scene info, reflection, physics state). NOT for file I/O or script authoring.

hatayama
hatayama
development
open
Previous
Page 30 / 82
Next