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परिणाम
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257 में से
कीवर्ड
mcp
नाम, टैग या विवरण से खोजें
design
291

office-sprite

Generate game-ready sprites for the Claude Office Visualizer using Nano Banana MCP and ImageMagick. Uses 45-degree front/top-down perspective (NOT isometric) with retro 16-bit pixel art style. Includes validation step before processing and helper scripts for background removal.

paulrobello
paulrobello
content-media
open
sql-databases
286

db-inspect

Inspect the ServerKit SQLite database — show tables, schemas, row counts, and run queries. Runs via WSL for local dev or SSH MCP for production. Use when debugging data issues or understanding the current database state.

jhd3197
jhd3197
databases
open
ide-plugins
282

image2pencil

将截图/设计稿复刻为 Pencil .pen 设计,并在同一画布旁输出结构化设计文档。用户提到“按图复刻”“照着截图画页面”“image to pencil”“做一个一模一样的页面”“根据这张图做设计稿”“输出设计图和文档”时使用本 Skill。 也适用于:用户要求修改已有 .pen 页面、追加右侧设计文档、做像素级对齐、根据多张截图整合一套页面。 本 Skill 必须调用 pencil MCP 工具完成读取、绘制和截图校验;若信息不全,先向用户索取缺失信息再开始绘制。

zephyrwang6
zephyrwang6
tools
open
media
281

uloop-screenshot

Capture screenshots of Unity Editor windows as PNG files. Use when you need to: (1) Screenshot Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save editor window appearance as image files.

hatayama
hatayama
content-media
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
scripting
281

uloop-execute-menu-item

Execute Unity Editor menu commands programmatically. Use when you need to: (1) Trigger menu commands like save, build, or refresh, (2) Automate editor actions via menu paths, (3) Run custom menu items defined in project scripts.

hatayama
hatayama
development
open
lab-tools
281

uloop-hello-world

Sample hello world tool via uloop CLI. Use when you need to test the MCP tool system or see an example of custom tool implementation.

hatayama
hatayama
research
open
lab-tools
281

uloop-hello-world

Sample hello world tool via uloop CLI. Use when you need to test the MCP tool system or see an example of custom tool implementation.

hatayama
hatayama
research
open
cloud
278

mcp-integration

This skill should be used when the user asks to "add MCP server", "integrate MCP", "configure MCP in plugin", "use .mcp.json", "set up Model Context Protocol", "connect external service", mentions "${CLAUDE_PLUGIN_ROOT} with MCP", or discusses MCP server types (SSE, stdio, HTTP, WebSocket). Provides comprehensive guidance for integrating Model Context Protocol servers into Claude Code plugins for external tool and service integration.

tzachbon
tzachbon
devops
open
frontend
277

ui-ux-pro-max

UI/UX design intelligence. 67 styles, 96 palettes, 57 font pairings, 25 charts, 13 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient. Integrations: shadcn/ui MCP for component search and examples.

lifedever
lifedever
development
open
technical-docs
277

mcp-apps-sync-docs

Syncs MCP Apps documentation with the @apollo/client-ai-apps changelog. Always use this skill whenever: (1) the user wants to update or sync the mcp-apps-*.mdx docs based on a new release or version range, (2) phrases like "sync docs from version X", "update docs from changelog", "what changed since v0.x.x", "docs are out of date", or "check the changelog" appear in context of MCP Apps documentation, (3) checking whether mcp-apps-*.mdx files reflect recent releases. The changelog URL and doc file paths are pre-configured — the user only needs to provide the minimum version to sync from.

apollographql
apollographql
documentation
open
design
276

stitch-design-md

Analyze Stitch projects and synthesize a semantic design system into DESIGN.md. Use when the user wants to extract a style guide, create visual consistency across Stitch screens, or document design tokens (colors, typography, spacing) from existing Stitch designs. Retrieves screens via Stitch MCP and outputs a markdown design system file.

partme-ai
partme-ai
content-media
open
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