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Gaming

Game development engines and assets.

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gaming
115

goal-md-composer

Interactive wizard to compose valid GOAL.md files for SGAI with step-by-step guidance through 7 phases. When your human partner wants to create a new GOAL.md file, start a new SGAI project, configure agents for a software factory, or asks "help me set up GOAL.md", "I want to configure agents", "let's start a new project with SGAI".

sandgardenhq
sandgardenhq
development
open
gaming
114

uloop-get-project-info

Get Unity project information via uloop CLI. Use when you need to check project settings, Unity version, platform, or other project metadata.

hatayama
hatayama
development
open
gaming
114

uloop-control-play-mode

Control Unity Editor play mode via uloop CLI. Use when you need to: (1) Start play mode for testing, (2) Stop play mode after testing, (3) Pause play mode for debugging.

hatayama
hatayama
development
open
gaming
114

uloop-screenshot

Take a screenshot of Unity Editor windows and save as PNG image. Use when you need to: (1) Screenshot the Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save what the Editor looks like as an image file.

hatayama
hatayama
development
open
gaming
114

uloop-unity-search

Search Unity project via uloop CLI. Use when you need to: (1) Find assets by name or type (scenes, prefabs, scripts, materials), (2) Search for project resources using Unity's search system, (3) Locate files within the Unity project.

hatayama
hatayama
development
open
gaming
114

uloop-get-version

Get Unity and project information via uloop CLI. Use when you need to verify Unity version, check project settings (ProductName, CompanyName, Version), or troubleshoot environment issues.

hatayama
hatayama
development
open
gaming
114

uloop-find-game-objects

Find GameObjects with search criteria via uloop CLI. Use when you need to: (1) Locate GameObjects by name pattern, (2) Find objects by tag or layer, (3) Search for objects with specific component types.

hatayama
hatayama
development
open
gaming
114

uloop-get-hierarchy

Get Unity Hierarchy structure via uloop CLI. Use when you need to: (1) Inspect scene structure and GameObject tree, (2) Find GameObjects and their parent-child relationships, (3) Check component attachments on objects.

hatayama
hatayama
development
open
gaming
114

uloop-get-project-info

Get Unity project information via uloop CLI. Use when you need to: (1) Check Unity Editor version, (2) Get project settings and platform info, (3) Retrieve project metadata for diagnostics.

hatayama
hatayama
development
open
gaming
113

ralph-wiggum-v2

Autonomous TDD development loop with parallel agent swarm, category evolution, and convergence detection. Use when running autonomous game development, quality improvement loops, or comprehensive codebase reviews.

NeverSight
NeverSight
development
open
gaming
113

animation

Implement animations using the Motion library. Use when adding motion, transitions, gestures, scroll effects, or interactive animations to components. Triggered by implementation requests, not conceptual discussions.

NeverSight
NeverSight
development
open
gaming
113

phaser-design-patterns

Design pattern implementation in Phaser 3 with JavaScript, focused on scene architecture, entities, input, physics, and performance. Use when asked to apply, refactor, review, or teach design patterns (creational, structural, or behavioral) in Phaser games.

NeverSight
NeverSight
development
open
gaming
113

hytopia-physics

Helps implement physics and collision in HYTOPIA SDK games. Use when users need rigid bodies, collision detection, raycasting, forces, or physics-based gameplay. Covers PhysicsComponent, colliders, raycasting, and physics simulation.

NeverSight
NeverSight
development
open
gaming
113

hytopia-lighting

Helps configure lighting in HYTOPIA SDK games. Use when users need ambient light, sun/directional light, point lights, spot lights, or day/night cycles. Covers Light class, shadows, and performance optimization.

NeverSight
NeverSight
development
open
gaming
113

hytopia-events

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.

NeverSight
NeverSight
development
open
gaming
113

hytopia-entities

Helps create and manage entities in HYTOPIA SDK games. Use when users need to create game objects, NPCs, items, or any interactive objects. Covers Entity class, spawn/despawn, components, animations, and lifecycle management.

NeverSight
NeverSight
development
open
gaming
113

jira-issues

Create, read, update, and delete Jira issues. Use when managing Stories, Tasks, Bugs, or Epics - includes field updates and metadata.

NeverSight
NeverSight
development
open
gaming
113

algorithmic-art

Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.

NeverSight
NeverSight
development
open
gaming
113

craw-and-core

Craw & Core (Lobster Dungeon) — The first game designed for AI Agents to play. You observe. AI explores. The Abyss tells stories.

NeverSight
NeverSight
development
open
gaming
113

pelican-panel-plugins

Write, scaffold, explain, and debug plugins for the Pelican gaming panel. Use this skill whenever the user wants to create a Pelican plugin, add functionality to the Pelican panel, build a FilamentPHP resource or page for Pelican, register custom permissions, add plugin settings, write plugin routes, or asks anything about Pelican plugin development — even if they just say "I want to add something to Pelican" or "how do I extend Pelican".

NeverSight
NeverSight
development
open
gaming
113

unity-development

Use this skill when working with Unity game engine - C# scripting, Entity Component System (ECS/DOTS), physics simulation, shader programming (ShaderLab, HLSL, Shader Graph), and UI Toolkit. Triggers on gameplay programming, MonoBehaviour lifecycle, component architecture, rigidbody physics, raycasting, collision handling, custom shader authoring, material configuration, USS styling, UXML layout, and performance optimization for real-time applications. Acts as a senior Unity engineer advisor for game developers building production-quality games and interactive apps.

NeverSight
NeverSight
development
open
gaming
113

hytopia-assets

Helps manage assets in HYTOPIA SDK games. Use when users need to load models, textures, audio, or UI elements. Covers asset loading, HytopiaUI, models, textures, sounds, and asset optimization.

NeverSight
NeverSight
development
open
gaming
113

sonarqube-quality-gate-playbook

Playbook iterativo para llevar proyectos Node y TypeScript (NestJS + React en monorepo) a cumplir Quality Gates de SonarQube sin romper build ni pipelines. Usar cuando se necesite subir cobertura priorizando New Code, eliminar issues nuevos (Bugs, Vulnerabilities, Code Smells), revisar Security Hotspots y controlar duplicacion y deuda tecnica.

NeverSight
NeverSight
development
open
gaming
113

nebula-storybook-stories

Create Storybook stories for Canvas components. Use when (1) Creating a new component that needs a story, (2) Adding or modifying component stories, (3) Verifying story files exist. Covers CSF3 format, argTypes, and decorators.

NeverSight
NeverSight
development
open
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