#200 by GitHub stars
gamedev-skills/awesome-gamedev-agent-skills
77 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro, Codex, Copilot, Gemini CLI and more.
History
Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.
View weekly changes
router/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/ai-behavior-trees-utility-ai/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/audio-design/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/camera-systems/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/create-game-assets/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/dialogue-systems/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/game-ai/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/game-feel/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/game-ui-ux/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/input-systems/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/level-design/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/performance-optimization/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/physics-tuning/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/procedural-gen/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/save-systems/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/disciplines/shader-programming/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/ebitengine/ebitengine-game/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/card-game/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/fps-shooter/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/platformer/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/puzzle/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/roguelike/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/rpg/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/survival-crafting/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/tower-defense/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/genres/visual-novel/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-2d-movement/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-3d-essentials/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-audio/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-csharp/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-export/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-gdscript/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-gdscript-headless-testing/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-multiplayer/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-nodes-scenes/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-physics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-resources/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-shaders/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-signals-groups/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-tilemap/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/godot/godot-ui-control/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/bevy-ecs/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/defold-core/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/love2d-core/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/pygame-core/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-characters/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-datastores/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-luau/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-networking/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-physics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-simulator-economy/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-studio-workflow/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/other-engines/roblox-ui/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-build-pipeline/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-csharp-scripting/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-input-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-navmesh/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-physics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-scriptableobjects/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unity/unity-tilemap-2d/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unreal/unreal-behavior-trees/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unreal/unreal-blueprints/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unreal/unreal-cpp-gameplay/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unreal/unreal-enhanced-input/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unreal/unreal-niagara/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/unreal/unreal-packaging/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
19d93f97c9c1 → 19d93f97c9c1
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → 19d93f97c9c1
No earlier version was observed for comparison.
skills/web-engines/phaser-arcade-physics/SKILL.md
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Verified commit 19d93f97c9c1ea0f8b306e77aa81e0d3e352d3e9
git clone --filter=blob:none --no-checkout https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git .hotskills/gamedev-skills-awesome-gamedev-agent-skills && git -C .hotskills/gamedev-skills-awesome-gamedev-agent-skills checkout --detach 19d93f97c9c1ea0f8b306e77aa81e0d3e352d3e9
# Copy each selected skill directory from .hotskills/gamedev-skills-awesome-gamedev-agent-skills into .claude/skills/<skill-name>/Heat
8.6- Star growth, last 7 daysAhead of 99% of tracked repositories
- Star growth, last 24 hoursAhead of 100% of tracked repositories
- Rank movement, last 7 daysAhead of 96% of tracked repositories
- Commits, last 30 daysAhead of 95% of tracked repositories
- Accounts asking about it through MCP, last 7 daysNot available
- Hot votes this weekAhead of 0% of tracked repositories
Heat never changes the order by stars, and sponsorship never touches it. How heat works
Stars over time
Individual skills in this repository
- router
router - ai-behavior-trees-utility-ai
skills/disciplines/ai-behavior-trees-utility-ai - audio-design
skills/disciplines/audio-design - camera-systems
skills/disciplines/camera-systems - create-game-assets
skills/disciplines/create-game-assets - dialogue-systems
skills/disciplines/dialogue-systems - game-ai
skills/disciplines/game-ai - game-feel
skills/disciplines/game-feel - game-ui-ux
skills/disciplines/game-ui-ux - input-systems
skills/disciplines/input-systems - level-design
skills/disciplines/level-design - performance-optimization
skills/disciplines/performance-optimization - physics-tuning
skills/disciplines/physics-tuning - procedural-gen
skills/disciplines/procedural-gen - save-systems
skills/disciplines/save-systems - shader-programming
skills/disciplines/shader-programming - ebitengine-game
skills/ebitengine/ebitengine-game - card-game
skills/genres/card-game - fps-shooter
skills/genres/fps-shooter - platformer
skills/genres/platformer - puzzle
skills/genres/puzzle - roguelike
skills/genres/roguelike - rpg
skills/genres/rpg - survival-crafting
skills/genres/survival-crafting - tower-defense
skills/genres/tower-defense - visual-novel
skills/genres/visual-novel - godot-2d-movement
skills/godot/godot-2d-movement - godot-3d-essentials
skills/godot/godot-3d-essentials - godot-animation
skills/godot/godot-animation - godot-audio
skills/godot/godot-audio - godot-csharp
skills/godot/godot-csharp - godot-export
skills/godot/godot-export - godot-gdscript
skills/godot/godot-gdscript - godot-gdscript-headless-testing
skills/godot/godot-gdscript-headless-testing - godot-multiplayer
skills/godot/godot-multiplayer - godot-nodes-scenes
skills/godot/godot-nodes-scenes - godot-physics
skills/godot/godot-physics - godot-resources
skills/godot/godot-resources - godot-shaders
skills/godot/godot-shaders - godot-signals-groups
skills/godot/godot-signals-groups - godot-tilemap
skills/godot/godot-tilemap - godot-ui-control
skills/godot/godot-ui-control - bevy-ecs
skills/other-engines/bevy-ecs - defold-core
skills/other-engines/defold-core - love2d-core
skills/other-engines/love2d-core - pygame-core
skills/other-engines/pygame-core - roblox-characters
skills/other-engines/roblox-characters - roblox-datastores
skills/other-engines/roblox-datastores - roblox-luau
skills/other-engines/roblox-luau - roblox-networking
skills/other-engines/roblox-networking - roblox-physics
skills/other-engines/roblox-physics - roblox-simulator-economy
skills/other-engines/roblox-simulator-economy - roblox-studio-workflow
skills/other-engines/roblox-studio-workflow - roblox-ui
skills/other-engines/roblox-ui - unity-animation
skills/unity/unity-animation - unity-build-pipeline
skills/unity/unity-build-pipeline - unity-csharp-scripting
skills/unity/unity-csharp-scripting - unity-input-system
skills/unity/unity-input-system - unity-navmesh
skills/unity/unity-navmesh - unity-physics
skills/unity/unity-physics - unity-scriptableobjects
skills/unity/unity-scriptableobjects - unity-tilemap-2d
skills/unity/unity-tilemap-2d - unreal-behavior-trees
skills/unreal/unreal-behavior-trees - unreal-blueprints
skills/unreal/unreal-blueprints - unreal-cpp-gameplay
skills/unreal/unreal-cpp-gameplay - unreal-enhanced-input
skills/unreal/unreal-enhanced-input - unreal-niagara
skills/unreal/unreal-niagara - unreal-packaging
skills/unreal/unreal-packaging - phaser-arcade-physics
skills/web-engines/phaser-arcade-physics - phaser-core
skills/web-engines/phaser-core - pixijs-rendering
skills/web-engines/pixijs-rendering - threejs-gltf-loading
skills/web-engines/threejs-gltf-loading - threejs-materials-lighting
skills/web-engines/threejs-materials-lighting - threejs-scene-setup
skills/web-engines/threejs-scene-setup - game-jam
skills/workflows/game-jam - itch-publish
skills/workflows/itch-publish - prototype-fast
skills/workflows/prototype-fast - steam-publish
skills/workflows/steam-publish
How it works
router
When your agent uses it
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
What it loads into context
Frontmatter
200 tokensAlways available to the agent
SKILL.md
5,051 tokensWhen the skill is activated
Reference documents
309,838 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Routing algorithm
- 1. Engine detection (project fingerprint)
- 2. Task classification (phrasing → category)
- 3. Routing table (task → category → skill)
- 4. Read protocol (progressive disclosure)
- 5. Composition rules
- 6. Unknown-engine & no-skill fallback
- Worked examples
- References
Scripts executed separately
../skills/disciplines/create-game-assets/scripts/asset_report.py../skills/disciplines/create-game-assets/scripts/build_preview_sheet.py../skills/ebitengine/ebitengine-game/assets/starter/assets.go../skills/ebitengine/ebitengine-game/assets/starter/game.go../skills/ebitengine/ebitengine-game/assets/starter/input.go../skills/ebitengine/ebitengine-game/assets/starter/main.go../skills/ebitengine/ebitengine-game/assets/starter/scenes.go../skills/ebitengine/ebitengine-game/assets/starter/sound.go../skills/ebitengine/ebitengine-game/assets/starter/world/world.go../skills/ebitengine/ebitengine-game/assets/starter/world/world_test.go../skills/ebitengine/ebitengine-game/scripts/check_ebitengine.py../skills/ebitengine/ebitengine-game/scripts/new_game.py../skills/ebitengine/ebitengine-game/scripts/package_macos_app.py../skills/godot/godot-nodes-scenes/scripts/check_godot_project.py../skills/other-engines/defold-core/scripts/check_defold_project.py../skills/unity/unity-csharp-scripting/scripts/check_unity_project.py../skills/workflows/steam-publish/scripts/check_steam_build.py
Files
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bytes../skills/workflows/steam-publish/scripts/check_steam_build.pyruns45,851 bytes
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# Master Router — Game-Development Skill Dispatcher
The entry point for game-development work. It fingerprints the project to pick **one** engine,
classifies the task from the request, names the **minimal** set of specialized skills, and tells
you to read them before acting. It **dispatches and composes** — it does not re-teach engine APIs.
## When to use
- Use at the **start of any game-development request** — building or debugging a game, level,
player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural
content, or visual asset set — to decide which skill(s) to load.
- Use when the user names an engine or genre, says "make a game", or asks "which skill should I
use?".
View the complete source on GitHubai-behavior-trees-utility-ai
When your agent uses it
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.
What it loads into context
Frontmatter
177 tokensAlways available to the agent
SKILL.md
2,243 tokensWhen the skill is activated
Reference documents
9,544 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Architecture at a glance
- Utility scoring in one snippet
- Pitfalls
- References
- Related skills
Files
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# Behavior Trees & Utility AI
Two complementary ways to structure NPC decision-making, plus how to combine them. A
**behavior tree (BT)** expresses *structured, prioritized, reactive* logic as a tree that is
"ticked" each step. **Utility AI** answers *"how much do I want each option right now?"* by
scoring actions with normalized curves and picking the best. Ship believable agents by using a
BT for structure and Utility AI where graded trade-offs matter.
This skill is the **implementation** companion to `game-ai` (which helps you *choose* between
FSM / BT / steering / pathfinding). Read `game-ai` to pick a model; read this to build the
runtime.
## When to use
View the complete source on GitHubaudio-design
When your agent uses it
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
2,480 tokensWhen the skill is activated
Reference documents
1,327 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore9,562 bytesSKILL.mdcore9,562 bytesreferences/adaptive-music.mddoc5,109 bytes
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# Audio design
Game audio is a **mixing graph plus a music system**. Route every sound through a
small set of buses so you can balance and process groups; make music *react* to
play through layering and re-sequencing rather than looping one track. This skill
teaches the portable practice; bind it to `godot-audio`, Unity's AudioMixer, or
middleware (FMOD/Wwise) for concrete APIs.
## When to use
- Use to design a bus/mixer layout, set group volumes, and apply effects (reverb,
compression, EQ) to groups of sounds.
- Use to duck music/ambience under dialogue or impacts (sidechain).
- Use to build adaptive music that responds to combat/exploration intensity.View the complete source on GitHubcamera-systems
When your agent uses it
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.
What it loads into context
Frontmatter
142 tokensAlways available to the agent
SKILL.md
2,299 tokensWhen the skill is activated
Reference documents
1,576 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Camera systems
The camera is the player's window; bad camera work makes a good game feel awful. This skill
covers the engine-neutral camera techniques — smooth follow, deadzones, look-ahead, bounds
clamping, third-person orbit with collision, first-person look, and multi-target framing — and
maps them onto each engine's camera node or rig.
## When to use
- Use when a 2D camera should follow the player smoothly, stay inside the level, lead the
player's motion, or ignore small movements (deadzone).
- Use when building a 3D third-person orbit camera (mouse/stick look, collision push-in) or a
first-person look controller, or framing multiple targets at once.
- Use to fix camera jitter, snapping, motion sickness, or a camera that shows past the level edge.View the complete source on GitHubcreate-game-assets
When your agent uses it
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
What it loads into context
Frontmatter
56 tokensAlways available to the agent
SKILL.md
1,771 tokensWhen the skill is activated
Reference documents
3,122 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core workflow
- Choose the production path
- Image-generation handoff
- Raster QA recipes
- Quality gates
- References
- Related skills
Scripts executed separately
scripts/asset_report.pyscripts/build_preview_sheet.py
Files
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# Create Game Assets
Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as
one production tool inside a controlled pipeline, never as proof that an asset is shippable.
## Core workflow
1. **Inspect before inventing.** Find existing screenshots, concept art, sprites, models, fonts,
import settings, camera framing, target resolution, and naming conventions. Preserve a coherent
existing direction unless the user asks for a redesign.
2. **Lock the technical frame.** Record engine, 2D/3D, camera/view, native display size, asset
dimensions, world scale, transparency, palette, filtering, animation frames, texture budget,
and target platforms. Use `assets/art-direction-brief.md` as a copyable brief.
3. **Name the visual system.** Define shape language, silhouette priorities, value structure,View the complete source on GitHubdialogue-systems
When your agent uses it
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.
What it loads into context
Frontmatter
86 tokensAlways available to the agent
SKILL.md
2,019 tokensWhen the skill is activated
Reference documents
2,965 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Dialogue systems
Model conversations as a **graph**: nodes hold lines, choices branch the flow,
conditions gate options, and variables remember what the player did. The first
real decision is *build vs. buy* — adopt a proven authoring tool (**Ink** or
**Yarn Spinner**) or write a small data-driven runner. This skill owns both Ink
and Yarn; the `visual-novel` and `rpg` genres consume it.
## When to use
- Use to design branching conversations, choice menus, or narrative state
(flags, relationship values) that affect later dialogue.
- Use to decide between Ink, Yarn Spinner, and a custom JSON/resource format.
- Use to wire a dialogue script into your game loop (advance line, presentView the complete source on GitHubgame-ai
When your agent uses it
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
What it loads into context
Frontmatter
101 tokensAlways available to the agent
SKILL.md
2,052 tokensWhen the skill is activated
Reference documents
3,028 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore8,315 bytesSKILL.mdcore8,315 bytesSKILL.mdcore8,315 bytesreferences/behavior-trees.mddoc5,644 bytesreferences/pathfinding.mddoc6,179 bytes
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# Game AI: decisions, steering, and pathfinding
Build believable NPC behavior from three separable layers: **decide** (what to
do), **steer** (how to move there), and **path** (how to route around the map).
Keep them decoupled — a behavior tree picks a target, the pathfinder produces
waypoints, steering follows them. This skill teaches the engine-neutral
algorithms; bind them to your engine via the related skills below.
## When to use
- Use when implementing enemy/NPC logic: patrols, chase/flee, guard states,
group movement, or "find a path to the player".
- Use to choose between an **FSM** (few clear states), a **behavior tree** (many
reactive behaviors with priorities), or **steering** (smooth local movement).View the complete source on GitHubgame-feel
When your agent uses it
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
What it loads into context
Frontmatter
131 tokensAlways available to the agent
SKILL.md
2,454 tokensWhen the skill is activated
Reference documents
1,781 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core principle: feedback is layered and exaggerated
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore9,520 bytesSKILL.mdcore9,520 bytesreferences/feedback-recipes.mddoc6,158 bytes
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# Game feel (juice)
The difference between a mechanic that *works* and one that feels *good* is feedback: the
layered, slightly-exaggerated response an action provokes. This skill covers the engine-
neutral techniques — screen shake, hit-stop, easing, squash & stretch, knockback, and stacked
feedback — and tells you how to apply them without burying the underlying simulation. It
**adds polish on top of** an existing mechanic; it does not implement the mechanic.
## When to use
- Use when an action (hit, jump, dash, pickup, death, button press) is mechanically correct
but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy.
- Use to add screen shake, hit-stop/freeze frames, eased motion, squash & stretch, knockback,
flashes, or to layer multiple feedback channels onto one event.View the complete source on GitHubgame-ui-ux
When your agent uses it
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
What it loads into context
Frontmatter
136 tokensAlways available to the agent
SKILL.md
2,480 tokensWhen the skill is activated
Reference documents
1,913 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore10,090 bytesreferences/layout-and-flow.mddoc7,637 bytes
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# Game UI/UX
Build HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a
gamepad and a mouse. This skill owns the engine-neutral UI architecture — responsive layout,
scaling, focus navigation, screen flow, and how UI talks to game state — and defers the
concrete widget API to the engine UI skill.
## When to use
- Use when building a HUD (health/ammo/score), a menu (main/pause/settings), an inventory or
shop screen, or any overlay, and you want it to scale and navigate correctly.
- Use to fix UI that breaks at other resolutions/aspect ratios, ignores notches/safe areas,
can't be used with a controller, or is wired to game state by per-frame polling.
- Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup.View the complete source on GitHubinput-systems
When your agent uses it
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.
What it loads into context
Frontmatter
103 tokensAlways available to the agent
SKILL.md
2,680 tokensWhen the skill is activated
Reference documents
1,234 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore10,913 bytesreferences/buffering-and-accessibility.mddoc5,201 bytes
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# Input systems
Never wire gameplay to raw keys. Map physical inputs (a key, a button, a touch)
to named **actions** (`jump`, `interact`, `move`), and let gameplay read actions.
That one indirection gives you rebinding, multi-device support, and accessibility
almost for free. This skill is the engine-neutral architecture; bind it to
`unity-input-system`, `unreal-enhanced-input`, or Godot's `InputMap`.
## When to use
- Use to design an input layer: actions, bindings, multiple devices, and a
rebinding UI with conflict detection and saved bindings.
- Use to add analog handling (deadzones, sensitivity) and game-feel features
(input buffering, coyote time).View the complete source on GitHublevel-design
When your agent uses it
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.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
2,274 tokensWhen the skill is activated
Reference documents
1,036 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore8,907 bytesreferences/pacing-and-flow.mddoc4,500 bytes
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# Level design
A level is a **sequence of intentional experiences** delivered through space.
Good level design is a *process*: define the metrics movement is built on, block
out geometry with primitives, play it, then dress it — never the reverse. This
skill is the engine-neutral practice; use `godot-tilemap`/`unity-tilemap-2d` to
lay out 2D grids and gridmaps for 3D.
## When to use
- Use to plan a level's structure: critical path, pacing, gating, encounters,
and where the player learns vs is tested.
- Use the **blockout → test → iterate → dress** workflow to build a level that
plays well before any art exists.View the complete source on GitHubperformance-optimization
When your agent uses it
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
What it loads into context
Frontmatter
132 tokensAlways available to the agent
SKILL.md
2,493 tokensWhen the skill is activated
Reference documents
1,882 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- The golden rule: measure first, never guess
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore10,285 bytesreferences/profiling-and-budgets.mddoc7,344 bytes
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# Performance optimization
Performance work is a measurement discipline, not a bag of tricks. The method is always the
same: **profile → find the one bottleneck → fix that → measure again**. This skill teaches that
loop and the highest-leverage fixes (pooling, batching, allocation control, asset budgets), and
points you at each engine's profiler. It pairs with `physics-tuning` for simulation cost.
## When to use
- Use when the frame rate is low or uneven, the game stutters/hitches, or it must hit a target
(60 FPS desktop, 30/60 mobile) and currently doesn't.
- Use to decide *what* to optimize: profile, read the frame budget, and identify whether the CPU
or GPU is the bottleneck before changing any code.
- Use to apply specific fixes: object pooling, draw-call/batch reduction, removing per-frameView the complete source on GitHubphysics-tuning
When your agent uses it
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
What it loads into context
Frontmatter
95 tokensAlways available to the agent
SKILL.md
2,050 tokensWhen the skill is activated
Reference documents
1,394 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore8,708 bytesreferences/timestep-and-ccd.mddoc5,854 bytes
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# Physics tuning
Most "bad physics" is not a bug in the engine — it's a mismatch between the
**fixed-timestep simulation** and the **variable-rate render loop**, or untuned
mass/drag/CCD/layer settings. This skill covers the engine-neutral knobs that
make physics stable and responsive; pair it with `godot-physics` or
`unity-physics` for the concrete APIs.
## When to use
- Use when motion jitters, objects pass through walls (tunneling), stacks
explode, or movement feels floaty/sticky/laggy.
- Use to decide what goes in the fixed (physics) step vs the render frame, and
how to interpolate between them.View the complete source on GitHubprocedural-gen
When your agent uses it
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk, wave function collapse), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, WFC, heightmap/terrain, or loot tables.
What it loads into context
Frontmatter
100 tokensAlways available to the agent
SKILL.md
2,157 tokensWhen the skill is activated
Reference documents
3,274 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore8,630 bytesSKILL.mdcore8,630 bytesSKILL.mdcore8,630 bytesSKILL.mdcore8,630 bytesSKILL.mdcore8,630 bytesreferences/dungeon-generation.mddoc7,678 bytesreferences/noise.mddoc4,405 bytes
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# Procedural generation
Generate levels, terrain, and loot from compact rules and a seed. The throughline
of good procgen is **determinism**: a single seed reproduces the same world, so
bugs are repeatable and players can share seeds. This skill owns the core
algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like
`roguelike` and `survival-crafting` consume it.
## When to use
- Use to generate maps, dungeons, terrain heightmaps, item drops, or any content
you do not want to author by hand.
- Use when results must be **reproducible from a seed** (debugging, daily
challenges, shareable worlds).View the complete source on GitHubsave-systems
When your agent uses it
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
What it loads into context
Frontmatter
86 tokensAlways available to the agent
SKILL.md
2,267 tokensWhen the skill is activated
Reference documents
1,565 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore9,241 bytesSKILL.mdcore9,241 bytesSKILL.mdcore9,241 bytesSKILL.mdcore9,241 bytesSKILL.mdcore9,241 bytesreferences/versioning-and-migration.mddoc6,312 bytes
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# Save systems
A save file is a **serialized snapshot of game state** that survives restarts.
The hard parts aren't writing bytes — they're choosing *what* to save, writing it
so a crash mid-save can't corrupt it, and reading *old* saves after you ship a
patch. Get those three right and the rest is plumbing.
## When to use
- Use to persist progress: player stats, inventory, world flags, settings,
positions — across sessions and game updates.
- Use to design save slots, quicksave/autosave, and crash-safe writes.
- Use when old save files break after a content/code change (versioning &
migration).View the complete source on GitHubshader-programming
When your agent uses it
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
2,246 tokensWhen the skill is activated
Reference documents
2,348 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore8,360 bytesSKILL.mdcore8,360 bytesSKILL.mdcore8,360 bytesreferences/effects.mddoc8,072 bytes
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# Shader programming (cross-engine)
Shaders are small programs that run **per vertex** and **per pixel** on the GPU.
The concepts — the pipeline, coordinate spaces, UVs, and how common effects are
built — port across engines; only the language dialect and built-in variable
names change. This skill teaches those portable fundamentals in GLSL with HLSL
equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact
engine syntax and built-ins.
## When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs,
coordinate spaces, and the GPU pipeline.
- Use to build common effects: tint/recolor, scrolling textures, dissolve,View the complete source on GitHubebitengine-game
When your agent uses it
Create, improve, debug and package playable 2D games in Go with Ebitengine (github.com/hajimehoshi/ebiten/v2). Use for Ebitengine game requests: game design translated into a complete loop, input, rendering, text, audio, scenes, gameplay tests and desktop, browser or mobile builds. Also use when fixing these systems in an existing Ebitengine game. Do not apply to unrelated Go software or engine-internal patches merely because they depend on Ebitengine.
What it loads into context
Frontmatter
124 tokensAlways available to the agent
SKILL.md
2,684 tokensWhen the skill is activated
Reference documents
31,186 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Delivery workflow
- Starting a project
- Loop and resource contracts
- Essential Ebitengine choices
- Verification
- Compose within this catalog
- Read as needed
Scripts executed separately
assets/starter/assets.goassets/starter/game.goassets/starter/input.goassets/starter/main.goassets/starter/scenes.goassets/starter/sound.goassets/starter/world/world.goassets/starter/world/world_test.goscripts/check_ebitengine.pyscripts/new_game.pyscripts/package_macos_app.py
Files
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# Ebitengine game
Deliver a game that is understandable, responsive and complete at the requested
scope. One request can include several internal build/play/refine passes. A
scaffold, successful build or attractive screenshot alone is not a finished game.
For a focused fix, preserve the project's design and limit the workflow to the
affected behavior.
The bundled starter targets **Ebitengine v2.10.5 / Go 1.25+**. This is a pinned
baseline, not a claim about the latest release. Keep an existing project's
versions unless an upgrade is needed and authorized. Check the pinned version's
public API before using newer or experimental APIs. References contain patterns
to adapt; only the bundled scripts and starter are executable deliverables.
Their checks do not validate every reference snippet.View the complete source on GitHubcard-game
When your agent uses it
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.
What it loads into context
Frontmatter
61 tokensAlways available to the agent
SKILL.md
1,770 tokensWhen the skill is activated
Reference documents
1,605 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
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# Card Game
A playbook for card games — card data, the deck/hand/discard zones, the turn structure, and
how card effects resolve. This is a **compositional** skill: it models cards as data and wires
them to UI. It does not re-teach data assets or UI nodes; it defines the zone model, the draw
machinery, and the effect-resolution rules that keep a card game correct and bug-free.
## When to use
- Use when building any game where the core objects are **cards** moving between zones
(deck → hand → play → discard): deckbuilder, TCG/CCG, solitaire, roguelike deckbuilder.
- Use when designing draw/shuffle/reshuffle, turn structure, card costs, or how effects resolve.
**When *not* to use:** board/tile state with matching rules → `puzzle`. RPG with anView the complete source on GitHubfps-shooter
When your agent uses it
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
What it loads into context
Frontmatter
57 tokensAlways available to the agent
SKILL.md
1,700 tokensWhen the skill is activated
Reference documents
1,555 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
SKILL.mdcore6,711 bytesSKILL.mdcore6,711 bytesSKILL.mdcore6,711 bytesSKILL.mdcore6,711 bytesreferences/shooting-and-feel.mddoc5,996 bytes
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# FPS Shooter
A playbook for first-person shooters — the look/move controller, the shooting model, weapon
feel, and combat. This is a **compositional** skill: it wires a 3D controller, input, and AI
into a shooter. It does not re-teach 3D nodes or raycasts; it defines the shooting model and
the feel knobs (TTK, recoil, spread) that decide whether the guns feel good.
## When to use
- Use when building a first-person game whose core verb is **aim and shoot** — arena shooter,
tactical FPS, PvE shooter, boomer-shooter.
- Use when deciding hitscan vs. projectile, tuning time-to-kill, recoil, spread, or aim feel.
**When *not* to use:** third-person/2D shooting → reuse the shooting model here but build theView the complete source on GitHubplatformer
When your agent uses it
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
What it loads into context
Frontmatter
67 tokensAlways available to the agent
SKILL.md
2,120 tokensWhen the skill is activated
Reference documents
2,990 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs (make the jump feel right)
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
SKILL.mdcore8,198 bytesSKILL.mdcore8,198 bytesSKILL.mdcore8,198 bytesreferences/feel-tuning.mddoc12,087 bytes
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# Platformer
A playbook for 2D platformers — the run/jump controller "feel", level structure, hazards,
and goals. This is a **compositional** skill: it wires an engine movement skill, a tilemap
skill, and design skills into a working game. It does **not** re-teach physics or tilemaps;
it tells you what to build and how to make jumping feel good.
## When to use
- Use when building a side-scrolling or single-screen platformer, a "Mario-like" /
"Celeste-like", or any game whose core verb is **jump between surfaces**.
- Use when a jump feels floaty, unresponsive, or "unfair" and you need feel fixes
(coyote time, jump buffering, variable height, corner correction).
View the complete source on GitHubpuzzle
When your agent uses it
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
What it loads into context
Frontmatter
61 tokensAlways available to the agent
SKILL.md
1,782 tokensWhen the skill is activated
Reference documents
1,426 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
SKILL.mdcore7,255 bytesSKILL.mdcore7,255 bytesSKILL.mdcore7,255 bytesSKILL.mdcore7,255 bytesSKILL.mdcore7,255 bytesSKILL.mdcore7,255 bytesreferences/board-and-resolution.mddoc5,896 bytes
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# Puzzle
A playbook for grid/board puzzle games — the board model, move input, rule resolution
(matching, pushing, logic), scoring, undo, and level progression. This is a **compositional**
skill: it models board state and rules and presents them through a tilemap/UI. It does not
re-teach tilemaps; it defines the resolution loop and the correctness rules (clean state,
deterministic resolution, undo) that keep a puzzle fair and bug-free.
## When to use
- Use when the game is a **discrete board** the player changes with moves, and the board
**resolves by rules**: match-3/tile-matching, sokoban/block-pusher, sliding puzzle, logic grid.
- Use when designing match/cascade resolution, undo, level progression, or solvability.
View the complete source on GitHubroguelike
When your agent uses it
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
What it loads into context
Frontmatter
58 tokensAlways available to the agent
SKILL.md
1,954 tokensWhen the skill is activated
Reference documents
1,695 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- What makes it a roguelike (design anchor)
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
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# Roguelike
A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath,
and run economy. This is a **compositional** skill: it orchestrates procedural generation,
tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or
tilemap APIs; it defines the loop and the systems that make a *run* compelling.
## When to use
- Use when building a **turn-based, grid-based** dungeon crawler where each death ends the
run and the world is regenerated — a roguelike or "roguelite" (with meta-progression).
- Use when designing procedural dungeons, FOV/fog-of-war, permadeath stakes, or loot tables.
**When *not* to use:** real-time action with roguelike *dressing* → build the action genreView the complete source on GitHubrpg
When your agent uses it
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
What it loads into context
Frontmatter
53 tokensAlways available to the agent
SKILL.md
1,704 tokensWhen the skill is activated
Reference documents
1,404 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
SKILL.mdcore7,079 bytesSKILL.mdcore7,079 bytesSKILL.mdcore7,079 bytesSKILL.mdcore7,079 bytesreferences/stats-combat-quests.mddoc5,181 bytes
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# RPG
A playbook for role-playing games — stats and progression, inventory/equipment, quests,
dialogue, and combat. This is a **compositional** skill: it ties data-driven content,
dialogue, and saving together. It does not re-teach those primitives; it defines the systems
that make growth and choice feel meaningful, and points to the skills that implement each.
These systems also apply to custom/proprietary engines. Keep the project's engine and bind
the concepts below to its documented data, events, UI, and save interfaces. Inspect local
source/SDK examples before choosing APIs; the router's custom-engine fallback guides that
mapping. Godot/Unity bindings below are examples, not prerequisites.
## When to use
View the complete source on GitHubsurvival-crafting
When your agent uses it
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
What it loads into context
Frontmatter
52 tokensAlways available to the agent
SKILL.md
1,910 tokensWhen the skill is activated
Reference documents
1,243 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
SKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesSKILL.mdcore7,856 bytesreferences/needs-and-crafting.mddoc5,090 bytes
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# Survival Crafting
A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the
crafting/tech progression, and base building. This is a **compositional** skill: it orchestrates
inventory data, world content, persistence, and threats. It does not re-teach those primitives;
it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival
tense rather than tedious.
## When to use
- Use when the player **gathers resources, crafts items/structures, manages survival needs, and
builds a base** against escalating threats: survival sandbox, crafting/base-building game.
- Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops,
or base placement/building.View the complete source on GitHubtower-defense
When your agent uses it
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
What it loads into context
Frontmatter
53 tokensAlways available to the agent
SKILL.md
1,684 tokensWhen the skill is activated
Reference documents
1,493 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
SKILL.mdcore6,901 bytesSKILL.mdcore6,901 bytesSKILL.mdcore6,901 bytesSKILL.mdcore6,901 bytesreferences/balancing.mddoc6,022 bytes
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# Tower Defense
A playbook for tower defense — enemy pathing, wave spawning, tower targeting, and the
economy that ties them together. This is a **compositional** skill: it orchestrates pathing,
AI, and UI into a TD loop. It does not re-teach pathfinding; it defines the systems and the
balance levers (DPS vs. HP vs. income) that decide whether a TD is tense or trivial.
## When to use
- Use when building a game where the player **places towers** that automatically attack
**waves of enemies** following a path, spends earned currency to expand/upgrade, and loses
if too many enemies leak through.
- Use when designing wave composition/pacing, tower targeting priorities, or the gold economy.
View the complete source on GitHubvisual-novel
When your agent uses it
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.
What it loads into context
Frontmatter
54 tokensAlways available to the agent
SKILL.md
1,941 tokensWhen the skill is activated
Reference documents
1,263 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core loop
- Must-have systems
- Design knobs
- Patterns
- Pitfalls / failure modes
- Composition (build it from these skills)
- References
Files
SKILL.mdcore8,230 bytesSKILL.mdcore8,230 bytesSKILL.mdcore8,230 bytesSKILL.mdcore8,230 bytesSKILL.mdcore8,230 bytesreferences/script-and-flow.mddoc5,307 bytes
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# Visual Novel
A playbook for visual novels — the branching script, the presentation (text box, characters,
backgrounds), choices, and the quality-of-life systems players expect (save anywhere, backlog,
skip, auto). This is a **compositional** skill: it drives a dialogue engine and a UI layer. It
does not re-teach the dialogue engine or UI nodes; it defines the script model and the player
conveniences that make a VN pleasant to read.
## When to use
- Use when the game is **mostly reading branching text** with character art and backgrounds:
visual novel, dating sim, branching interactive fiction, story-choice game.
- Use when designing a choice/route structure, story flags, or VN conveniences (backlog,
skip, auto-advance, save-anywhere).View the complete source on GitHubgodot-2d-movement
When your agent uses it
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
1,633 tokensWhen the skill is activated
Reference documents
898 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore6,277 bytesreferences/controller-recipes.mddoc3,503 bytes
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# Godot 2D Movement (4.x)
Build responsive 2D character controllers with `CharacterBody2D` and the argument-less
`move_and_slide()`. Targets **Godot 4.7**.
## When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity +
jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
- Use when `move_and_slide()` "does nothing", the character sinks through floors, or
`is_on_floor()` is always false.
**When *not* to use:** dynamic rigid bodies, areas, raycasts, collision layers →
`godot-physics`; tile-based levels → `godot-tilemap`; full platformer game template →View the complete source on GitHubgodot-3d-essentials
When your agent uses it
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
1,630 tokensWhen the skill is activated
Reference documents
1,215 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore5,953 bytesSKILL.mdcore5,953 bytesSKILL.mdcore5,953 bytesreferences/scene-and-environment.mddoc4,342 bytes
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# Godot 3D Essentials (4.x)
Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and
`GridMap` blockouts. Targets **Godot 4.7**.
## When to use
- Use when starting or fixing a 3D scene: positioning a `Camera3D`, adding lights, setting
up a `WorldEnvironment` (sky, ambient, tonemap, glow/SSAO), assigning materials, or
building levels with `GridMap`.
**When *not* to use:** writing spatial shaders → `godot-shaders`; 3D physics bodies and
raycasts → `godot-physics`; character animation blending → `godot-animation`; full FPS
template → the `fps-shooter` genre skill.View the complete source on GitHubgodot-animation
When your agent uses it
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call Method tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
1,508 tokensWhen the skill is activated
Reference documents
1,191 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesSKILL.mdcore5,987 bytesreferences/animation-tree-and-tween.mddoc4,682 bytes
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# Godot Animation (4.x)
Choose and drive the right animation tool: `AnimationPlayer` (clips), `AnimationTree`
(blending/state machines), or `Tween` (short procedural moves). Targets **Godot 4.7**.
## When to use
- Use when playing keyframed animations, blending walk/run/idle states, animating a
sprite sheet, or tweening UI/objects in code.
**When *not* to use:** the movement *logic* that decides which state to play →
`godot-2d-movement`; UI layout (vs. UI tweening) → `godot-ui-control`; shader-driven
effects → `godot-shaders`.
View the complete source on GitHubgodot-audio
When your agent uses it
Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
1,543 tokensWhen the skill is activated
Reference documents
1,022 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore5,543 bytesreferences/buses-and-effects.mddoc3,943 bytes
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# Godot Audio (4.x)
Play SFX and music, route them through buses, control volume in decibels, and time
gameplay to the beat. Targets **Godot 4.7**.
## When to use
- Use when playing sound effects or music, routing audio to buses (Master/Music/SFX),
adjusting volume/mute from code, adding bus effects (reverb, compressor), positional 3D
audio, or syncing events to music.
**When *not* to use:** engine-agnostic audio *design* (adaptive music structure, mixing
philosophy, ducking patterns) → `audio-design`; importing/encoding assets outside Godot.
View the complete source on GitHubgodot-csharp
When your agent uses it
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
1,807 tokensWhen the skill is activated
Reference documents
1,221 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore6,777 bytesSKILL.mdcore6,777 bytesSKILL.mdcore6,777 bytesSKILL.mdcore6,777 bytesSKILL.mdcore6,777 bytesSKILL.mdcore6,777 bytesSKILL.mdcore6,777 bytesSKILL.mdcore6,777 bytesreferences/csharp-setup-and-interop.mddoc4,298 bytes
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# Godot C# / .NET (4.x)
Write Godot game code in C#: node subclasses, the engine lifecycle, exports, signals as
events, and GDScript interop. Targets **Godot 4.7 (.NET / C#)** and **.NET 8**.
## When to use
- Use when scripting a Godot game in C# (`.cs` + `.csproj`), translating GDScript idioms
to C#, exposing `[Export]` fields, or wiring `[Signal]` delegates and GetNode<T>.
**When *not* to use:** GDScript-specific syntax → `godot-gdscript`; engine concepts that
are language-neutral (scenes, physics, animation) → the relevant `godot-*` skill. You need
the **Godot .NET build** + the .NET SDK installed; the standard build can't run C#.
View the complete source on GitHubgodot-export
When your agent uses it
Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
1,510 tokensWhen the skill is activated
Reference documents
1,194 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Godot Export & Builds (4.x)
Turn a project into runnable platform builds via export presets and the command line, and
handle the web/dedicated-server gotchas. Targets **Godot 4.7**.
## When to use
- Use when producing a shippable build: installing export templates, creating/editing
export presets, exporting from the editor or headless CLI (CI), or troubleshooting web
(HTML5) and dedicated-server exports.
**When *not* to use:** storefront publishing flows → `steam-publish`/`itch-publish`; the
networking code of a server → `godot-multiplayer` (this skill covers building it headless).
View the complete source on GitHubgodot-gdscript
When your agent uses it
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).
What it loads into context
Frontmatter
114 tokensAlways available to the agent
SKILL.md
1,539 tokensWhen the skill is activated
Reference documents
1,042 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesSKILL.mdcore5,723 bytesreferences/annotations-and-typing.mddoc3,886 bytes
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# Godot GDScript (4.x)
Write correct, statically typed GDScript and use the node lifecycle and signal
system the way the engine intends. Targets **Godot 4.7** (GDScript 2.0).
## When to use
- Use when writing or fixing `.gd` files: declaring variables, functions, classes,
using `@export`/`@onready`, connecting signals, or awaiting coroutines/signals.
- Use when porting Godot 3.x scripts to 4.x and the script no longer parses.
**When *not* to use:** scene/node structure and instancing questions →
`godot-nodes-scenes`; signal *architecture*/decoupling patterns →
`godot-signals-groups`; using C# instead of GDScript → `godot-csharp`.View the complete source on GitHubgodot-gdscript-headless-testing
When your agent uses it
Run GDScript test suites from the command line with `godot --headless`, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges. Use when a Godot project needs unit tests without opening the editor, when wiring a CI job (GitHub Actions or similar) that must fail the build on a failing `.gd` test, or when a `godot --headless` invocation hangs, opens a window, or exits 0 despite failed assertions.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
2,548 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Workflow
- Patterns
- Pitfalls
- Related skills
Files
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# Godot GDScript headless testing (4.x)
Run GDScript tests from the command line, without the editor GUI, and get a real
process exit code CI can act on. Targets **Godot 4.7** headless CLI.
## When to use
- Use when a Godot project has no testing addon installed and needs a fast way to
verify GDScript logic (pure functions, resource loading, autoload state) from a
terminal or CI pipeline.
- Use when wiring a CI job that must fail the build when a `.gd` test fails.
- Use when debugging why a `godot --headless` invocation hangs, opens a window, or
exits 0 despite failing assertions.
View the complete source on GitHubgodot-multiplayer
When your agent uses it
Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,859 tokensWhen the skill is activated
Reference documents
1,467 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesSKILL.mdcore7,530 bytesreferences/replication-and-rpc.mddoc6,023 bytes
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# Godot Multiplayer (4.x high-level)
Connect peers, call functions remotely with `@rpc`, assign authority, and replicate state
with `MultiplayerSpawner`/`MultiplayerSynchronizer`. Targets **Godot 4.7** (ENet). Treat
all client input as untrusted; keep the server authoritative.
## When to use
- Use when adding networked multiplayer: hosting/joining over ENet, calling RPCs,
assigning per-node authority, or auto-spawning/syncing nodes across peers.
**When *not* to use:** local split-screen (no networking); raw TCP/UDP/WebSocket protocol
work (low-level `PacketPeer`); HTTP requests. For save/persistence → `save-systems`.
View the complete source on GitHubgodot-nodes-scenes
When your agent uses it
Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
What it loads into context
Frontmatter
99 tokensAlways available to the agent
SKILL.md
1,690 tokensWhen the skill is activated
Reference documents
718 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Scripts executed separately
scripts/check_godot_project.py
Files
SKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesSKILL.mdcore6,617 bytesreferences/tree-and-instancing.mddoc3,010 bytesscripts/check_godot_project.pyruns54,905 bytes
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# Godot Nodes & Scenes (4.x)
Compose games from nodes and scenes, instance them at runtime, and access the tree
without crashing on freed or missing nodes. Targets **Godot 4.7**.
## When to use
- Use when structuring `.tscn` scenes, choosing how to break a feature into nodes,
instancing a `PackedScene` (bullets, enemies, UI), or setting up autoload singletons.
- Use when debugging `get_node()` / `$Path` returning `null`, or "Attempt to call on a
previously freed instance".
**When _not_ to use:** GDScript language/syntax → `godot-gdscript`; signal-based
decoupling → `godot-signals-groups`; physics bodies/collisions → `godot-physics`.View the complete source on GitHubgodot-physics
When your agent uses it
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
What it loads into context
Frontmatter
144 tokensAlways available to the agent
SKILL.md
2,468 tokensWhen the skill is activated
Reference documents
1,134 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore8,936 bytesSKILL.mdcore8,936 bytesreferences/bodies-and-queries.mddoc4,159 bytes
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# Godot Physics (4.x, 2D + 3D)
Pick the right physics body, wire up collision layers/masks, detect overlaps, and cast
rays. Concepts apply to both 2D and 3D (swap the `2D`/`3D` suffix). Targets
**Godot 4.7**. In 3D, projects created with Godot 4.6 or later run **Jolt Physics** by
default; older projects keep **GodotPhysics3D** unless someone switched them. 2D always
uses Godot's own 2D engine.
## When to use
- Use when choosing between body types, setting collision layers/masks so the right
things collide, detecting overlaps (triggers, hurtboxes) with `Area`, applying
forces/impulses to a `RigidBody`, or casting rays for line-of-sight/ground checks.
View the complete source on GitHubgodot-resources
When your agent uses it
Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,388 tokensWhen the skill is activated
Reference documents
907 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore5,464 bytesSKILL.mdcore5,464 bytesSKILL.mdcore5,464 bytesreferences/resource-patterns.mddoc3,803 bytes
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# Godot Resources (4.x)
Model game data as reusable, Inspector-editable `Resource` objects instead of hard-coded
values, and load/save them as `.tres`/`.res`. Targets **Godot 4.7**.
## When to use
- Use when representing items, stats, enemy configs, dialogue lines, or level metadata as
data; authoring `.tres` files in the Inspector; or loading/saving custom resources.
**When *not* to use:** nodes/scene structure → `godot-nodes-scenes`; saving the player's
*runtime progress* (engine-agnostic save format/slots) → `save-systems`; the C# variant of
this pattern → `godot-csharp`.
View the complete source on GitHubgodot-shaders
When your agent uses it
Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
What it loads into context
Frontmatter
120 tokensAlways available to the agent
SKILL.md
1,680 tokensWhen the skill is activated
Reference documents
1,166 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore5,908 bytesreferences/shading-language.mddoc4,084 bytes
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# Godot Shaders (4.x)
Write `canvas_item` (2D) and `spatial` (3D) shaders in the Godot Shading Language, animate
with `TIME`/`UV`, expose `uniform`s, and read the screen. Targets **Godot 4.7**.
## When to use
- Use when writing `.gdshader` code or a `ShaderMaterial`: 2D effects (outline, dissolve,
flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space
post effects.
**When *not* to use:** the cross-engine *concepts* of shading (UVs, vertex/fragment
theory) → `shader-programming`; particles/VFX nodes → general 3D; non-shader visuals.
View the complete source on GitHubgodot-signals-groups
When your agent uses it
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,320 tokensWhen the skill is activated
Reference documents
1,127 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesSKILL.mdcore5,318 bytesreferences/signal-patterns.mddoc4,760 bytes
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# Godot Signals & Groups (4.x)
Decouple nodes with the observer pattern (signals) and act on many nodes at once
(groups), instead of hard-coding references between scenes. Targets **Godot 4.7**.
## When to use
- Use when a node needs to tell others "something happened" (player died, item picked
up, wave cleared) without holding direct references to them.
- Use when you need to address a whole category of nodes at once ("pause all enemies",
"save every checkpoint").
**When *not* to use:** raw signal *syntax* basics → `godot-gdscript`; scene structure
and instancing → `godot-nodes-scenes`. For cross-scene global events, emit from anView the complete source on GitHubgodot-tilemap
When your agent uses it
Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
1,560 tokensWhen the skill is activated
Reference documents
1,015 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore6,084 bytesSKILL.mdcore6,084 bytesSKILL.mdcore6,084 bytesSKILL.mdcore6,084 bytesreferences/tileset-and-terrains.mddoc4,094 bytes
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# Godot TileMap (4.7 TileMapLayer)
Author tile-based levels with `TileMapLayer` + `TileSet`, add per-tile collision and
custom data, autotile with terrains, and manipulate cells at runtime. Targets
**Godot 4.7**, where `TileMapLayer` replaces the now-deprecated `TileMap` node.
## When to use
- Use when designing 2D levels from a tile grid, configuring a `TileSet` (collision,
navigation, custom data, terrains), or reading/writing tiles from code.
- Use when migrating a `TileMap` node (single node, many layers) to multiple
`TileMapLayer` nodes (one layer each).
**When *not* to use:** moving the player across the tiles → `godot-2d-movement`; generalView the complete source on GitHubgodot-ui-control
When your agent uses it
Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.
What it loads into context
Frontmatter
102 tokensAlways available to the agent
SKILL.md
1,570 tokensWhen the skill is activated
Reference documents
1,256 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore6,198 bytesSKILL.mdcore6,198 bytesSKILL.mdcore6,198 bytesSKILL.mdcore6,198 bytesSKILL.mdcore6,198 bytesreferences/layout-and-theming.mddoc5,045 bytes
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# Godot UI / Control nodes (4.x)
Lay out responsive UI with `Control` anchors and `Container` nodes, style it with a
`Theme`, and make it navigable by keyboard and gamepad. Targets **Godot 4.7**.
## When to use
- Use when building HUDs, menus, inventories, dialog boxes, or settings screens with
`Control`-derived nodes; arranging UI that adapts to window size; theming; or wiring
focus navigation for controller/keyboard.
**When *not* to use:** in-world 2D nodes (`Node2D`/sprites) → `godot-nodes-scenes`;
animating UI transitions → `godot-animation` (Tween); genre UIs like card hands →
`card-game`/`visual-novel`. For full input rebinding → `input-systems`.View the complete source on GitHubbevy-ecs
When your agent uses it
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
What it loads into context
Frontmatter
114 tokensAlways available to the agent
SKILL.md
2,624 tokensWhen the skill is activated
Reference documents
2,920 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore10,196 bytesreferences/queries-and-scheduling.mddoc11,580 bytes
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# Bevy ECS
Structure a Bevy game in Rust around the Entity Component System: the `App` and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target **Bevy 0.20**. If the project
already pins another release, keep that release and use its matching migration guide.
## When to use
- Use when wiring a Bevy `App`, defining `Component`/`Resource` types, writing
systems that query entities, ordering/filtering systems, or fixing
borrow-conflict panics and frame-dependent movement.
- Use when `Cargo.toml` depends on `bevy` and code calls `App::new()`,
`add_systems`, `Query`, or `Commands`.View the complete source on GitHubdefold-core
When your agent uses it
Build and debug the core of a Defold game in Lua: game.project settings, collections, game objects and components, script lifecycle and self state, go.property, input focus and bindings, URLs and message passing, factories, collection factories and collection proxies, plus building and smoke-running with Bob. Use when a project has game.project or .collection, .go, .script, .gui_script or .input_binding files, or the request mentions Defold, msg.post, on_message, on_input, acquire_input_focus, factory.create, collection proxy, bob.jar, or a Defold build error.
What it loads into context
Frontmatter
143 tokensAlways available to the agent
SKILL.md
3,202 tokensWhen the skill is activated
Reference documents
3,824 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Workflow
- Patterns
- Version
- Pitfalls
- References
- Related skills
Scripts executed separately
scripts/check_defold_project.py
Files
SKILL.mdcore12,923 bytesSKILL.mdcore12,923 bytesSKILL.mdcore12,923 bytesSKILL.mdcore12,923 bytesSKILL.mdcore12,923 bytesSKILL.mdcore12,923 bytesagents/openai.yamlasset229 bytesreferences/build-and-run.mddoc6,884 bytesreferences/file-formats.mddoc7,407 bytesscripts/check_defold_project.pyruns29,664 bytes
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# Defold Core
Structure, wire and verify a Defold game: editor resource files, the Lua script lifecycle,
addressing and messages, runtime spawning and world loading, and a Bob build-and-run check.
Examples target **Defold 1.14.0**; they were built with Bob 1.14.0 and run on the 1.14.0
headless engine. An existing project keeps its Defold version (see [Version](#version)).
## When to use
- Use when adding or fixing game objects, collections, scripts, input, messages, spawning or
level loading in a Defold project (`game.project` in the root, `.collection`, `.go`,
`.script`, `.gui_script` files), or when Bob reports a missing resource.
**When *not* to use:** plain Lua or LÖVE projects (`love2d-core`); GUI layout, sprites,View the complete source on GitHublove2d-core
When your agent uses it
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
What it loads into context
Frontmatter
69 tokensAlways available to the agent
SKILL.md
1,828 tokensWhen the skill is activated
Reference documents
1,192 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# LÖVE (Love2D) Core
Set up and debug the foundation of a LÖVE game in Lua: the callback loop, frame-rate-
independent movement, input, and screen states. Targets **LÖVE 11.5**.
## When to use
- Use when starting a LÖVE game, wiring up `main.lua`/`conf.lua`, or fixing the core loop,
movement that runs at the wrong speed, input handling, or screen switching.
- Use when the workspace has `main.lua` calling `love.*`, a `conf.lua`, or a `.love` file.
**When *not* to use:** Lua *language* questions unrelated to LÖVE; physics bodies/joints
(LÖVE uses Box2D via `love.physics` — a separate concern); shader code (`love.graphics`
GLSL is its own topic). For cross-engine save/load patterns, use `save-systems`.View the complete source on GitHubpygame-core
When your agent uses it
Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
1,967 tokensWhen the skill is activated
Reference documents
1,064 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore7,824 bytesSKILL.mdcore7,824 bytesSKILL.mdcore7,824 bytesSKILL.mdcore7,824 bytesSKILL.mdcore7,824 bytesSKILL.mdcore7,824 bytesreferences/sprites-and-collision.mddoc4,232 bytes
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# pygame Core
Build the foundation of a pygame game in Python: the main loop, delta-time
movement, drawing with `Surface`/`Rect`, input, and `Sprite`/`Group` management.
Targets **pygame-ce 2.5.8** (the actively maintained community fork; same
`import pygame`), which supports Python 3.10–3.15.
## When to use
- Use when starting a pygame game, fixing the loop, frame-rate-dependent speed,
input handling, blitting, or sprite/group collision.
- Use when code does `import pygame` and the project depends on `pygame-ce`
(or `pygame`).
View the complete source on GitHubroblox-characters
When your agent uses it
Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
1,900 tokensWhen the skill is activated
Reference documents
528 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Workflow
- Pattern: replaceable character scope
- Pattern: animation through Animator and markers
- Movement and rig rules
- Common failures
- Resources
- Related skills
- Primary references
Files
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# Roblox characters
Treat a `Player` as the durable identity and each `Character` as a replaceable session with its own
references, connections, animation tracks, and cleanup. Targets Roblox's rolling platform APIs.
## When to use
- Use for player-character lifecycle, Humanoid state/movement, rigs, animations, tools,
accessories, custom characters, death, or respawn defects.
- Use whenever code stores a Character/Humanoid/root reference longer than one spawn.
**When not to use:** general physics queries and constraints belong to `roblox-physics`; remote
trust belongs to `roblox-networking`; camera logic belongs to `camera-systems`.
View the complete source on GitHubroblox-datastores
When your agent uses it
Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
2,199 tokensWhen the skill is activated
Reference documents
1,620 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore9,014 bytesSKILL.mdcore9,014 bytesSKILL.mdcore9,014 bytesSKILL.mdcore9,014 bytesSKILL.mdcore9,014 bytesreferences/sessions-and-limits.mddoc6,735 bytes
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# Roblox DataStores
Persist data across sessions in Roblox with `DataStoreService`: loading on join,
saving on leave and shutdown, safe updates, retries, and ordered stores for
leaderboards. Server-side only.
## When to use
- Use to save/load player progress (coins, inventory, levels), build persistent
leaderboards, or fix data loss, overwrites, and throttling.
- Use when server code calls `DataStoreService`, `GetDataStore`, `GetAsync`,
`SetAsync`, `UpdateAsync`, or `GetOrderedDataStore`.
**When *not* to use:** general scripting, services, remotes, the client/serverView the complete source on GitHubroblox-luau
When your agent uses it
Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
2,346 tokensWhen the skill is activated
Reference documents
1,107 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Roblox Luau Scripting
Script a Roblox experience in **Luau**: services, `Instance`s, events, the
server/client split, and secure cross-boundary communication. Targets the current
Roblox engine and Studio.
## When to use
- Use when writing Roblox scripts: getting services, creating/parenting instances,
connecting events, deciding server vs client, or wiring `RemoteEvent`/
`RemoteFunction` communication.
- Use when the project has `Script`/`LocalScript`/`ModuleScript` objects, `.rbxl(x)`
places, or a Rojo `*.project.json`, and code calls `game:GetService(...)`.
View the complete source on GitHubroblox-networking
When your agent uses it
Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
2,688 tokensWhen the skill is activated
Reference documents
716 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Workflow
- Choose the transport
- Pattern: validate before resolving gameplay
- Pattern: token bucket at the boundary
- Replication, streaming, and prediction
- Places that use Server Authority
- Common failures
- Resources
- Related skills
- Primary references
Files
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# Roblox networking
Build explicit request and replication contracts in which the server decides authoritative game
state and clients provide input or intent. Targets Roblox's rolling platform APIs. This skill goes
deeper than the networking primer in `roblox-luau`.
## When to use
- Use to design, implement, debug, or secure cross-boundary Roblox communication.
- Use when a remote trusts client values, an exploiter can target arbitrary Instances, messages
spam services, streamed objects are missing, or clients disagree with the server.
**When not to use:** basic Luau/services belong to `roblox-luau`; persistent state belongs to
`roblox-datastores`; physical ownership mechanics also compose with `roblox-physics`.View the complete source on GitHubroblox-physics
When your agent uses it
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
1,848 tokensWhen the skill is activated
Reference documents
692 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Decide the system first
- Workflow
- Pattern: filtered server raycast
- Pattern: overlap volume with explicit policy
- Assemblies, force, and ownership
- Common failures
- Resources
- Related skills
- Primary references
Files
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# Roblox physics
Choose deliberately between simulation, character control, hit detection, and visual-only motion;
they are different jobs. Targets Roblox's rolling platform APIs. Pair with `physics-tuning` for
engine-neutral stability and feel.
## When to use
- Use for BasePart assemblies, constraints, collision/query policy, ray/overlap queries, forces,
impulses, moving physical objects, network ownership, or physics cleanup.
- Use when `Touched` is unreliable/security-sensitive, parts tunnel or jitter, a mechanism breaks
when anchored, or old BodyMover patterns appear.
**When not to use:** ordinary Humanoid lifecycle/control belongs to `roblox-characters`; remoteView the complete source on GitHubroblox-simulator-economy
When your agent uses it
Design, balance, and implement the economy of a Roblox simulator, tycoon, clicker, or idle game in Luau: upgrade cost curves, buy max, income per second, rebirth/prestige requirements and multipliers, offline earnings, big-number display (1.5K, 3.4M, 2.0Qa), server-authoritative purchases, repairing tampered or old save data, and odds disclosure for paid random items such as eggs, crates, and spins. Includes a Lune pacing calculator. Use when choosing or checking baseCost/costGrowth/rebirth numbers, writing upgrade/currency/rebirth/offline code, or when progress stalls, a rebirth takes far longer than the last, numbers display as 1000K, offline earnings pay too much, or players gain currency they did not earn.
What it loads into context
Frontmatter
196 tokensAlways available to the agent
SKILL.md
3,027 tokensWhen the skill is activated
Reference documents
3,581 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Workflow
- Formulas
- Pacing targets (starting points, not rules)
- Server-owned purchases
- Save data and offline time
- Big-number display
- Paid random items (eggs, crates, spins)
- Pitfalls
- Resources
- Related skills
- Primary references
Files
SKILL.mdcore11,842 bytesagents/openai.yamlasset229 bytesreferences/formulas.mddoc4,306 bytesreferences/server-patterns.mddoc9,187 bytesscripts/balance.luauasset7,249 bytesscripts/economy_math.luauasset7,267 bytesscripts/test_economy_math.luauasset8,007 bytes
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# Roblox simulator economy
Choose the economy's numbers with a pacing table before writing gameplay code, then implement them
so the server owns every amount. Code targets Luau on Roblox's rolling platform APIs; the bundled
scripts are pure Luau and were run with **Lune 0.11.0**, outside Studio.
## When to use
- Picking or reviewing `baseCost`, `costGrowth`, rebirth requirement and multiplier, or offline
cap and efficiency values for a simulator, tycoon, clicker, or idle game.
- Writing upgrade, buy-max, currency, rebirth, or offline-earnings code in Luau.
- Displaying large numbers, or values above about `1e15` that lose precision.
- Adding eggs, crates, or spins bought with Robux, or with currency that can be bought with Robux.
View the complete source on GitHubroblox-studio-workflow
When your agent uses it
Modify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug objects. Use when an agent edits a place or rbxl/rbxlx/Rojo project, operates in Studio, adds Scripts/LocalScripts/ModuleScripts, or must verify a Roblox change in context.
What it loads into context
Frontmatter
110 tokensAlways available to the agent
SKILL.md
2,379 tokensWhen the skill is activated
Reference documents
945 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Workflow
- Execution-location map
- Reuse before adding
- Studio MCP server (optional agent path)
- Verification ladder
- Common failures
- Resources
- Related skills
- Primary references
Files
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# Roblox Studio workflow
Work as a collaborator inside an existing place, not as if it were a blank text repository. Targets
current Roblox Studio and rolling platform APIs.
## When to use
- Use before invasive edits to a Roblox place, Studio DataModel, or Rojo-backed project.
- Use to plan execution location, find/reuse systems, create editable Instances, and gather honest
Studio verification evidence.
**When not to use:** this skill owns project operation, not the domain implementation. Compose it
with `roblox-ui`, `roblox-networking`, `roblox-characters`, `roblox-physics`, `roblox-luau`, or
`roblox-datastores` as appropriate.View the complete source on GitHubroblox-ui
When your agent uses it
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.
What it loads into context
Frontmatter
114 tokensAlways available to the agent
SKILL.md
2,816 tokensWhen the skill is activated
Reference documents
2,564 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Workflow
- Production structure
- Patterns
- Visual quality gates
- Common failures
- Resources
- Related skills
- Primary references
Files
SKILL.mdcore12,652 bytesSKILL.mdcore12,652 bytesSKILL.mdcore12,652 bytesagents/openai.yamlasset190 bytesassets/inventory-quality-test.model.jsonasset12,115 bytesassets/inventory-quality-test.project.jsonasset229 bytesreferences/input-navigation.mddoc4,826 bytesreferences/responsive-layout.mddoc6,969 bytes
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# Roblox UI
Implement deliberate, editable Roblox UI that preserves the experience's visual language and
works across supported devices. Targets Roblox's rolling platform APIs. Pair with `game-ui-ux`
for engine-neutral information architecture and UX; this skill owns Roblox Instances and APIs.
## When to use
- Use for authored `ScreenGui` interfaces, Roblox layout/constraint APIs, UI lifecycle, input,
focus, animation, performance, or responsive/device fixes.
- Use to replace brittle pixel layouts, runtime-created Instance tangles, mouse-only menus, or
generic generated styling with a maintainable hierarchy.
**When not to use:** general UX flow and accessibility principles belong to `game-ui-ux`; rawView the complete source on GitHubunity-animation
When your agent uses it
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.
What it loads into context
Frontmatter
90 tokensAlways available to the agent
SKILL.md
1,513 tokensWhen the skill is activated
Reference documents
882 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unity Animation (Animator / Mecanim)
Control animation state with Unity 6.3 LTS's `Animator` and Animator Controllers: parameters,
transitions, blend trees, layers, and humanoid IK. Targets **Unity 6.3 LTS (6000.3)**.
## When to use
- Use when connecting animation clips into a state machine, driving them from script via
parameters, blending locomotion (idle→walk→run), layering an upper-body action over
movement, or adding foot/hand IK on a humanoid rig.
- Use when the project has `*.controller` (Animator Controller) and `*.anim` assets, or a
rigged model with an Avatar.
**When *not* to use:** simple non-skeletal value tweens (UI fades, position lerps) are betterView the complete source on GitHubunity-build-pipeline
When your agent uses it
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
1,880 tokensWhen the skill is activated
Reference documents
1,508 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unity Build Pipeline
Configure, script, and automate Unity 6.3 LTS player builds: scenes, platform target, scripting
backend, stripping, and headless/CI builds. Targets **Unity 6.3 LTS (6000.3)**.
## When to use
- Use when setting up Build Settings/Profiles, choosing a platform and scripting backend
(Mono vs IL2CPP), reducing build size with managed stripping, scripting a repeatable build
with `BuildPipeline.BuildPlayer`, or wiring a CI/headless build.
- Use when the project has `ProjectSettings/EditorBuildSettings.asset` or a CI build script.
**When *not* to use:** authoring a CI service config end-to-end is DevOps; this skill covers
the Unity-side build API and settings. Console/platform certification specifics areView the complete source on GitHubunity-csharp-scripting
When your agent uses it
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
1,939 tokensWhen the skill is activated
Reference documents
1,415 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Scripts executed separately
scripts/check_unity_project.py
Files
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# Unity C# Scripting (MonoBehaviour)
Write correct, idiomatic gameplay scripts in Unity 6. Get the lifecycle, component
access, serialization, and coroutines right so behaviour is deterministic and the
Inspector stays useful. Targets **Unity 6.3 LTS (6000.3)**, C# / .NET Standard 2.1.
## When to use
- Use when authoring or fixing a `MonoBehaviour`: choosing the right lifecycle callback,
reading/caching components, exposing fields to the Inspector, or running timed logic
with coroutines.
- Use when the project has `*.cs` files, an `Assembly-CSharp` or `*.asmdef`, and a
`ProjectSettings/` folder.
View the complete source on GitHubunity-input-system
When your agent uses it
Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.
What it loads into context
Frontmatter
94 tokensAlways available to the agent
SKILL.md
1,916 tokensWhen the skill is activated
Reference documents
777 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unity Input System (new)
Read input through Unity's **Input System package** (`com.unity.inputsystem` 1.x; Unity 6.3 LTS
ships 1.20) — action-based, device-agnostic, rebindable. Targets **Unity 6.3 LTS**. This is the modern
replacement for the legacy `Input.GetAxis`/`Input.GetKey` Input Manager.
## When to use
- Use when setting up movement/jump/fire input, defining an `.inputactions` asset with
action maps and control schemes, wiring a `PlayerInput` component, reading a `Vector2`
stick/WASD value, or handling gamepad + keyboard + touch from one set of actions.
- Use when `Packages/manifest.json` contains `com.unity.inputsystem` or the project has an
`*.inputactions` asset.
View the complete source on GitHubunity-navmesh
When your agent uses it
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
2,023 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
SKILL.mdcore8,094 bytes
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# Unity NavMesh (AI Navigation)
Give NPCs pathfinding in Unity 6.3 LTS: bake walkable surfaces and move agents around obstacles.
Targets **Unity 6.3 LTS (6000.3)** with the **AI Navigation package 2.0** (2.0.16 at last check).
> **Version trap (Unity 2022+/6):** the old built-in **Navigation window** (Object/Bake tabs,
> "Navigation Static" flag) is gone. The package's **Window → AI → Navigation** only holds the
> Agents and Areas tabs. Baking is now **component-based** via the **AI Navigation package**
> (`com.unity.ai.navigation`): add a **NavMeshSurface** to your level geometry and click
> **Bake**. The *runtime* `NavMeshAgent`/`NavMesh` API stays in built-in `UnityEngine.AI`.
## When to use
- Use when an agent needs to walk/chase/patrol to a target, when baking a navigable surface,View the complete source on GitHubunity-physics
When your agent uses it
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
2,509 tokensWhen the skill is activated
Reference documents
877 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unity Physics (Rigidbody / PhysX)
Make objects move, collide, and detect each other with Unity 6.3 LTS's built-in 3D physics
(PhysX). Get the `FixedUpdate` discipline, trigger-vs-collision rules, and collision layers
right. Targets **Unity 6.3 LTS (6000.3)**.
> **Unity 6 renames:** `Rigidbody.velocity` → **`linearVelocity`**, `drag` → **`linearDamping`**,
> `angularDrag` → **`angularDamping`**. The old names still compile in 6.3 LTS but are obsolete
> (warnings; the API Updater offers the rename), so write the new names. `PhysicMaterial` →
> **`PhysicsMaterial`** is a hard compile error in old code.
## When to use
- Use when giving an object physical motion (forces, velocity, gravity), responding toView the complete source on GitHubunity-scriptableobjects
When your agent uses it
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.
What it loads into context
Frontmatter
91 tokensAlways available to the agent
SKILL.md
1,564 tokensWhen the skill is activated
Reference documents
921 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unity ScriptableObject Architecture
Use `ScriptableObject` assets to store shared data and decouple systems in Unity 6.3 LTS —
configuration, event channels, and registries that live as project assets instead of being
hard-wired into scenes or singletons. Targets **Unity 6.3 LTS (6000.3)**.
## When to use
- Use when you need designer-editable config (weapon stats, level data), to share one value
between unrelated systems, to decouple senders from listeners via event channels, or to
build a runtime registry of active objects — without a `static`/singleton manager.
- Use when the project has `*.asset` data files backed by `: ScriptableObject` classes.
**When _not_ to use:** per-instance runtime state that differs per GameObject (that belongs onView the complete source on GitHubunity-tilemap-2d
When your agent uses it
Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.
What it loads into context
Frontmatter
107 tokensAlways available to the agent
SKILL.md
1,748 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unity 2D Tilemap
Author and script tile-based 2D levels in Unity 6.3 LTS with the `Grid`/`Tilemap` system, the Tile
Palette, colliders, and runtime painting. Targets **Unity 6.3 LTS (6000.3)**.
> **Package note:** the core Tilemap (`Grid`, `Tilemap`, `Tile`, `TilemapCollider2D`) is
> built in, and so is the Tile Palette with its default brush. **Rule Tiles, Animated Tiles,
> and the extra brushes (Random, Line, GameObject, Group) live in the separate "2D Tilemap
> Extras" package (`com.unity.2d.tilemap.extras`, 6.0.x for Unity 6.3)** — install it via
> Package Manager before using `RuleTile`.
## When to use
- Use when laying out a 2D level by painting tiles, setting up a `Grid` + `Tilemap`, addingView the complete source on GitHubunreal-behavior-trees
When your agent uses it
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
1,607 tokensWhen the skill is activated
Reference documents
1,550 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unreal Behavior Trees
Author NPC decision-making in UE5 with Behavior Trees driven by a Blackboard: structure the
tree with composites, gate branches with decorators, keep state current with services, and run
it from an AIController. Targets **UE 5.8**.
## When to use
- Use when building enemy/NPC AI: creating a `BT_`/`BB_` asset pair, structuring
Selector/Sequence branches, adding decorators (conditions) and services (periodic updates),
writing custom `BTTask`/`BTService` nodes, or wiring an AIController to run the tree.
- Use when the project has Behavior Tree (`BT_`) and Blackboard (`BB_`) assets and an
`AAIController`.
View the complete source on GitHubunreal-blueprints
When your agent uses it
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.
What it loads into context
Frontmatter
99 tokensAlways available to the agent
SKILL.md
1,413 tokensWhen the skill is activated
Reference documents
922 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unreal Blueprints (Visual Scripting)
Structure gameplay logic in Unreal Engine 5 Blueprints: pick the right graph, expose data
cleanly, and choose a communication method that doesn't create hard-reference spaghetti.
Targets **UE 5.8**. (Blueprints are node graphs; the snippets below describe node flows.)
## When to use
- Use when authoring a Blueprint Class, wiring the Event Graph (BeginPlay/Tick/overlap),
using the Construction Script, creating variables/functions/macros, or choosing how two
Blueprints communicate (Cast, Interface, or Event Dispatcher).
- Use when the project has `*.uproject` and Blueprint `*.uasset` files, and the user works
visually rather than in C++.
View the complete source on GitHubunreal-cpp-gameplay
When your agent uses it
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
What it loads into context
Frontmatter
116 tokensAlways available to the agent
SKILL.md
1,631 tokensWhen the skill is activated
Reference documents
1,050 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unreal C++ Gameplay
Write correct UE5 gameplay C++: the reflection macros that connect C++ to the editor and
Blueprints, the Gameplay Framework class roles, and module dependencies. Targets **UE 5.8**.
## When to use
- Use when creating C++ gameplay classes (`AActor`, `APawn`, `ACharacter`, `AGameModeBase`,
`UActorComponent`), exposing properties/functions with `UPROPERTY`/`UFUNCTION`, setting up a
GameMode's default classes, or adding a module dependency in `*.Build.cs`.
- Use when the project has a `Source/` tree with `*.h`/`*.cpp` using `UCLASS`, and `*.Build.cs`.
**When *not* to use:** designer-facing visual logic → `unreal-blueprints`. Player input
binding details → `unreal-enhanced-input`. AI logic → `unreal-behavior-trees`. This skill ownsView the complete source on GitHubunreal-enhanced-input
When your agent uses it
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.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,643 tokensWhen the skill is activated
Reference documents
1,204 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unreal Enhanced Input
Wire player input the modern UE5 way with the **Enhanced Input** system: data-driven Input
Actions and Mapping Contexts instead of the legacy Project Settings axis/action mappings.
Targets **UE 5.8** (Enhanced Input is the default; legacy input is deprecated).
## When to use
- Use when adding movement/look/jump/fire input, creating Input Action (`IA_`) and Input
Mapping Context (`IMC_`) assets, applying modifiers/triggers, adding a mapping context to a
player, or binding actions in C++ or Blueprints.
- Use when the project has `IA_*`/`IMC_*` assets or references `EnhancedInput`.
**When *not* to use:** engine-agnostic input *architecture* (rebinding strategy, buffering,View the complete source on GitHubunreal-niagara
When your agent uses it
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.
What it loads into context
Frontmatter
98 tokensAlways available to the agent
SKILL.md
1,515 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unreal Niagara VFX
Build and control real-time visual effects in UE5 with Niagara: understand the
System/Emitter/Module hierarchy, expose parameters you can drive from gameplay, and spawn
effects at runtime. Targets **UE 5.8**. (Niagara replaces the legacy Cascade system.)
## When to use
- Use when creating a Niagara System (`NS_`) and Emitters (`NE_`), wiring modules in the
spawn/update stages, exposing **User** parameters to gameplay, or spawning/driving an effect
(impact, muzzle flash, fire, magic) from Blueprint or C++.
- Use when the project has Niagara `NS_`/`NE_` assets or references `UNiagaraComponent`.
**When *not* to use:** material/shader authoring (the look of a surface, not particles) is aView the complete source on GitHubunreal-packaging
When your agent uses it
Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.
What it loads into context
Frontmatter
101 tokensAlways available to the agent
SKILL.md
1,752 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Unreal Packaging & Cooking
Turn a UE5 project into a runnable, distributable build: choose the right build configuration,
cook content, set the launch map, and package — from the editor or the command line. Targets
**UE 5.8**.
## When to use
- Use when producing a build (test or release), choosing Development vs Shipping, cooking
content, configuring Packaging / Maps & Modes settings, or automating builds with
`RunUAT BuildCookRun` for CI.
- Use when the project has a `*.uproject` and `Config/Default*.ini`, and the goal is a packaged
player rather than running in-editor.
View the complete source on GitHubphaser-arcade-physics
When your agent uses it
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.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
2,043 tokensWhen the skill is activated
Reference documents
1,591 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Phaser 4 Arcade Physics
Add movement and collision to a Phaser game with the lightweight **Arcade
Physics** engine (AABB rectangles and circles only). Targets **Phaser 4.2** for
new projects; inspect the installed major before editing an existing project.
## When to use
- Use for top-down or platformer movement, velocity/acceleration/gravity, bouncing,
world bounds, and collision/overlap resolution between sprites, groups, and tiles.
- Use when the scene enables `physics: { default: 'arcade' }` and code calls
`this.physics.add.*`, `body.setVelocity`, or `this.physics.add.collider`.
**When *not* to use:** the `Game` config, scene structure, asset loading, orView the complete source on GitHubphaser-core
When your agent uses it
Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
2,453 tokensWhen the skill is activated
Reference documents
1,736 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Phaser 4 Core
Set up the foundation of a Phaser game: the `Game` config, the `Scene`
lifecycle, asset loading, cameras, and passing data between scenes. Targets
**Phaser 4.2** for new projects; keep an existing Phaser 3.90 project on its
pinned major unless the user explicitly asks for a migration.
## When to use
- Use when starting a Phaser game, wiring the `Phaser.Game` config, structuring
`Scene`s, loading assets in `preload`, or fixing scene transitions and shared
state.
- Use when the project has `phaser` in `package.json` or `import Phaser from 'phaser'`,
and code uses `preload()`/`create()`/`update()`.View the complete source on GitHubpixijs-rendering
When your agent uses it
Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API (examples checked against 8.22).
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
2,628 tokensWhen the skill is activated
Reference documents
1,527 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# PixiJS 8.22 Rendering
Set up and structure a PixiJS **8.22** application: the async `Application`, asset
loading via `Assets`, the `Container`/`Sprite` scene graph, the ticker loop,
pointer events, and render groups. Pins the 8.22 API (async `init`, unified
`Assets`, `eventMode`).
## When to use
- Use when starting a PixiJS v8 project, fixing a blank canvas, structuring the
display list, loading textures, animating via the ticker, or handling pointer
input.
- Use when `package.json` depends on `pixi.js` (v8) and code does
`import { Application } from 'pixi.js'`.View the complete source on GitHubthreejs-gltf-loading
When your agent uses it
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.
What it loads into context
Frontmatter
133 tokensAlways available to the agent
SKILL.md
2,256 tokensWhen the skill is activated
Reference documents
1,391 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# three.js glTF Loading
Load `.gltf`/`.glb` models and play their animations in three.js, including
compressed geometry (DRACO/Meshopt) and textures (KTX2). Patterns target
**r186**; preserve an existing project's pinned release unless migration is requested.
## When to use
- Use to import a 3D model, add it to the scene, inspect its node hierarchy, and
play baked/skinned animation clips with an `AnimationMixer`.
- Use when files are `.gltf`/`.glb`, or code imports `GLTFLoader` /
`DRACOLoader` / `KTX2Loader` from `three/addons/loaders/...`.
**When *not* to use:** creating the renderer/camera/loop → `threejs-scene-setup`.View the complete source on GitHubthreejs-materials-lighting
When your agent uses it
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.
What it loads into context
Frontmatter
137 tokensAlways available to the agent
SKILL.md
2,010 tokensWhen the skill is activated
Reference documents
1,571 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# three.js Materials & Lighting
Make three.js surfaces look right: pick the correct material, light the scene,
enable shadows, and add image-based lighting. Patterns target **r186**, verified
against **r186** (lighting is physically based by default since r155).
## When to use
- Use when a mesh renders black or flat, when choosing a material, adding lights,
enabling shadows, or setting up environment-map reflections (IBL).
- Use when code constructs `MeshStandardMaterial`, `DirectionalLight`, etc., or sets
`renderer.shadowMap.enabled` or `scene.environment`.
**When *not* to use:** the renderer/camera/loop → `threejs-scene-setup`. LoadingView the complete source on GitHubthreejs-scene-setup
When your agent uses it
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, OrbitControls, and opting into WebGPURenderer. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, WebGPURenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
What it loads into context
Frontmatter
135 tokensAlways available to the agent
SKILL.md
2,591 tokensWhen the skill is activated
Reference documents
1,173 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# three.js Scene Setup
Create the foundation of a three.js app: module loading, the
scene/camera/renderer trio, the render loop, responsive resizing, and camera
controls. Patterns target **r186**. Read the installed `three` version before
changing an existing project because examples and addons move across releases.
## When to use
- Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the
canvas responsive, setting up the animation loop, or adding `OrbitControls`.
- Use when `package.json` depends on `three` and code does `import * as THREE from
'three'`.
View the complete source on GitHubgame-jam
When your agent uses it
Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.
What it loads into context
Frontmatter
77 tokensAlways available to the agent
SKILL.md
2,240 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Game Jam
Turn a theme and a fixed deadline into a finished, submitted game. This is a planning and
scope-control playbook, not engine code: the win condition is *something submitted and
playable*, not *the game you imagined*.
## When to use
- Use when entering a timed jam (Ludum Dare, GMTK Jam, Global Game Jam, a weekend jam),
scoping a 48-hour build, or deciding what to cut to hit a deadline.
- Use when the user asks "what can I actually build in a weekend" or "how do I submit to
this jam".
**When *not* to use:** building the *core loop* in engine code (use the engine skill —View the complete source on GitHubitch-publish
When your agent uses it
Publish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io.
What it loads into context
Frontmatter
81 tokensAlways available to the agent
SKILL.md
2,254 tokensWhen the skill is activated
Reference documents
1,684 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# itch.io Publish (butler)
Get a build onto an itch.io page and keep it updated. The page is created in the browser; all
uploads go through **butler**, itch.io's command-line tool, with one command you'll use
forever: `butler push`. butler diffs against the previous build and uploads only what
changed. Deep CI/CD and flag detail lives in `references/butler-ci.md`.
## When to use
- Use when creating/updating an itch.io project page, installing or logging in to butler,
uploading a build with `butler push`, choosing channel names, versioning uploads, or
shipping a jam/demo/release build to itch.io.
- Triggers: `butler push`, `butler login`, channels, `.itch.toml`, "publish on itch",
"upload to itch".View the complete source on GitHubprototype-fast
When your agent uses it
Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.
What it loads into context
Frontmatter
74 tokensAlways available to the agent
SKILL.md
1,441 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Files
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# Prototype Fast
Get a mechanic into a player's hands fast to learn whether it's worth building. The output of
a prototype is a **decision** (keep / kill / refactor), not a product. Optimize for learning
speed, and decide up front whether the code is throwaway or load-bearing.
## When to use
- Use when validating a single mechanic or "what if", building a vertical slice / MVP,
greyboxing a level or interaction, or de-risking an idea before committing real time.
- Use when the user says "just get something playable", "is this fun?", or "rough it in".
**When *not* to use:** a timed competition with a deadline and a submission (use `game-jam`);
shipping or updating a real release (use `steam-publish` / `itch-publish`); building theView the complete source on GitHubsteam-publish
When your agent uses it
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.
What it loads into context
Frontmatter
82 tokensAlways available to the agent
SKILL.md
3,465 tokensWhen the skill is activated
Reference documents
2,627 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to use
- Prerequisites (do these once, in order)
- Core workflow
- Patterns
- Pitfalls
- References
- Related skills
Scripts executed separately
scripts/check_steam_build.py
Files
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# Steam Publish (Steamworks + SteamPipe)
Take a finished build to a live Steam store page. Two tracks run in parallel and both must be
approved before release: the **store page** (presence) and the **build** (SteamPipe upload +
the release checklists). This skill is the operational checklist; deep build-script,
CI/CD, and troubleshooting detail lives in `references/steampipe-build-scripts.md`.
## When to use
- Use when setting up a Steam app, building/editing the store page, configuring depots and
packages, uploading a build via SteamPipe/steamcmd, managing beta branches, or releasing
and updating a Steam title.
- Triggers: `steam_appid.txt`, the Steamworks SDK `tools/ContentBuilder`, `app_build_*.vdf`,
`steamcmd`, "publish on Steam", "depot", "set build live".View the complete source on GitHubSkills included
- router
- ai-behavior-trees-utility-ai
- audio-design
- camera-systems
- create-game-assets
- dialogue-systems
- game-ai
- game-feel
- game-ui-ux
- input-systems
- level-design
- performance-optimization
- physics-tuning
- procedural-gen
- save-systems
- shader-programming
- ebitengine-game
- card-game
- fps-shooter
- platformer
- puzzle
- roguelike
- rpg
- survival-crafting
- tower-defense
- visual-novel
- godot-2d-movement
- godot-3d-essentials
- godot-animation
- godot-audio
- godot-csharp
- godot-export
- godot-gdscript
- godot-gdscript-headless-testing
- godot-multiplayer
- godot-nodes-scenes
- godot-physics
- godot-resources
- godot-shaders
- godot-signals-groups
- godot-tilemap
- godot-ui-control
- bevy-ecs
- defold-core
- love2d-core
- pygame-core
- roblox-characters
- roblox-datastores
- roblox-luau
- roblox-networking
- roblox-physics
- roblox-simulator-economy
- roblox-studio-workflow
- roblox-ui
- unity-animation
- unity-build-pipeline
- unity-csharp-scripting
- unity-input-system
- unity-navmesh
- unity-physics
- unity-scriptableobjects
- unity-tilemap-2d
- unreal-behavior-trees
- unreal-blueprints
- unreal-cpp-gameplay
- unreal-enhanced-input
- unreal-niagara
- unreal-packaging
- phaser-arcade-physics
- phaser-core
- pixijs-rendering
- threejs-gltf-loading
- threejs-materials-lighting
- threejs-scene-setup
- game-jam
- itch-publish
- prototype-fast
- steam-publish
Repository facts
- License
- Apache-2.0
- Created
- Jun 24, 2026
- Last pushed
- Oct 28, 2026
- Forks
- 711
- Open issues
- 4
- Project activity
- Active
Rank over the last 12 weeks
Now #200 · best #200 · up 385 in 30 days
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83 earlier periods
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Before you install
Network or broad shellAutomated signals, not a guarantee
Checked Nov 2, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 222 notes
router/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ebitengine/ebitengine-game/assets/ci/github-actions.yml:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ebitengine/ebitengine-game/assets/ci/github-actions.yml:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/ai-behavior-trees-utility-ai/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/ai-behavior-trees-utility-ai/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/audio-design/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/camera-systems/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/camera-systems/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/create-game-assets/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/create-game-assets/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/create-game-assets/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/create-game-assets/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/create-game-assets/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/create-game-assets/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/create-game-assets/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/dialogue-systems/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/dialogue-systems/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/dialogue-systems/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/dialogue-systems/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/disciplines/dialogue-systems/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- No broad tool permissions
- 18 dangerous shell commandsin 5 files: skills/ebitengine/ebitengine-game/assets/ci/github-actions.yml:34 skills/ebitengine/ebitengine-game/references/project-and-builds.md:17 skills/ebitengine/ebitengine-game/SKILL.md:160 and 2 more
- 514 network referencesin 57 files: skills/other-engines/defold-core/references/build-and-run.md:4 skills/ebitengine/ebitengine-game/references/publishing-and-platforms.md:19 skills/workflows/itch-publish/references/butler-ci.md:3 and 54 more
- 2 obfuscation signalsin 1 file: skills/ebitengine/ebitengine-game/scripts/package_macos_app.py:55
- No instruction overrides
- 14 references to secretsin 2 files: skills/workflows/itch-publish/references/butler-ci.md:7 skills/workflows/itch-publish/SKILL.md:39
- No requests to vote in Hot
Show all 582 signals by file
skills/disciplines/create-game-assets/references/provenance.md
- Network accessline 40
- [Creative Commons license chooser](https://creativecommons.org/chooser/) - Network accessline 40
- [Creative Commons license chooser](https://creativecommons.org/chooser/) - Network accessline 41
- [SPDX license list](https://spdx.org/licenses/) - Network accessline 41
- [SPDX license list](https://spdx.org/licenses/) - Network accessline 42
- [C2PA (Content Credentials) specifications](https://spec.c2pa.org/specifications/) - Network accessline 42
- [C2PA (Content Credentials) specifications](https://spec.c2pa.org/specifications/) - Network accessline 43
- [OpenAI content provenance](https://openai.com/index/advancing-content-provenance/) - Network accessline 43
- [OpenAI content provenance](https://openai.com/index/advancing-content-provenance/) - Network accessline 44
- [Steamworks Content Survey, including the generative AI section](https://partner.steamgames.com/doc/gettingstarted/contentsurvey) - Network accessline 44
- [Steamworks Content Survey, including the generative AI section](https://partner.steamgames.com/doc/gettingstarted/contentsurvey)
skills/disciplines/create-game-assets/references/raster-pipeline.md
- Network accessline 65
- [Godot 4.7 Image](https://docs.godotengine.org/en/4.7/classes/class_image.html) - Network accessline 65
- [Godot 4.7 Image](https://docs.godotengine.org/en/4.7/classes/class_image.html) - Network accessline 66
- [Godot 4.7 Texture2D](https://docs.godotengine.org/en/4.7/classes/class_texture2d.html) - Network accessline 66
- [Godot 4.7 Texture2D](https://docs.godotengine.org/en/4.7/classes/class_texture2d.html) - Network accessline 67
- [Unity sprite import settings](https://docs.unity3d.com/Manual/texture-type-sprite.html) - Network accessline 67
- [Unity sprite import settings](https://docs.unity3d.com/Manual/texture-type-sprite.html) - Network accessline 68
- [Phaser asset concepts](https://docs.phaser.io/phaser/concepts/loader) - Network accessline 68
- [Phaser asset concepts](https://docs.phaser.io/phaser/concepts/loader) - Network accessline 69
- [PixiJS Assets guide](https://pixijs.com/8.x/guides/components/assets) - Network accessline 69
- [PixiJS Assets guide](https://pixijs.com/8.x/guides/components/assets)
skills/disciplines/create-game-assets/references/three-d-pipeline.md
- Network accessline 49
- [Khronos glTF registry and 2.0.1 specification](https://registry.khronos.org/glTF/) - Network accessline 49
- [Khronos glTF registry and 2.0.1 specification](https://registry.khronos.org/glTF/) - Network accessline 50
- [Godot 4.7 importing 3D scenes](https://docs.godotengine.org/en/4.7/tutorials/assets_pipeline/importing_3d_scenes/index.html) - Network accessline 50
- [Godot 4.7 importing 3D scenes](https://docs.godotengine.org/en/4.7/tutorials/assets_pipeline/importing_3d_scenes/index.html) - Network accessline 51
- [Unity 6.3 Model tab import settings](https://docs.unity3d.com/6000.3/Documentation/Manual/FBXImporter-Model.html) - Network accessline 51
- [Unity 6.3 Model tab import settings](https://docs.unity3d.com/6000.3/Documentation/Manual/FBXImporter-Model.html) - Network accessline 52
- [Unreal Engine importing static meshes](https://dev.epicgames.com/documentation/en-us/unreal-engine/importing-static-meshes-using-fbx-in-unreal-engine) - Network accessline 52
- [Unreal Engine importing static meshes](https://dev.epicgames.com/documentation/en-us/unreal-engine/importing-static-meshes-using-fbx-in-unreal-engine) - Network accessline 53
- [three.js GLTFLoader](https://threejs.org/docs/pages/GLTFLoader.html) - Network accessline 53
- [three.js GLTFLoader](https://threejs.org/docs/pages/GLTFLoader.html)
skills/disciplines/create-game-assets/scripts/asset_report.py
skills/disciplines/create-game-assets/scripts/build_preview_sheet.py
skills/disciplines/game-feel/references/feedback-recipes.md
- Network accessline 92
- **Reduce/disable flashing** (photosensitivity) — replace white flashes with a static tint. Even with flashing on, keep any large-area flash at or under three flashes in any one-second window ([WCAG 2.3.1](https://www.w3.org/WAI/WCAG22 - Network accessline 92
- **Reduce/disable flashing** (photosensitivity) — replace white flashes with a static tint. Even with flashing on, keep any large-area flash at or under three flashes in any one-second window ([WCAG 2.3.1](https://www.w3.org/WAI/WCAG22 - Network accessline 93
Even with flashing on, keep any large-area flash at or under three flashes in any one-second window ([WCAG 2.3.1](https://www.w3.org/WAI/WCAG22/Understanding/three-flashes-or-below-threshold.html) general flash threshold; [Xbox Accessib - Network accessline 93
Even with flashing on, keep any large-area flash at or under three flashes in any one-second window ([WCAG 2.3.1](https://www.w3.org/WAI/WCAG22/Understanding/three-flashes-or-below-threshold.html) general flash threshold; [Xbox Accessib - Network accessline 94
window ([WCAG 2.3.1](https://www.w3.org/WAI/WCAG22/Understanding/three-flashes-or-below-threshold.html) - Network accessline 94
window ([WCAG 2.3.1](https://www.w3.org/WAI/WCAG22/Understanding/three-flashes-or-below-threshold.html) - Network accessline 95
general flash threshold; [Xbox Accessibility Guideline 118](https://learn.microsoft.com/en-us/xbox/accessibility/xbox-accessibility-guidelines/118), - Network accessline 95
general flash threshold; [Xbox Accessibility Guideline 118](https://learn.microsoft.com/en-us/xbox/accessibility/xbox-accessibility-guidelines/118),
skills/disciplines/game-ui-ux/references/layout-and-flow.md
- Network accessline 148
- [Godot 4.7: Multiple resolutions](https://docs.godotengine.org/en/4.7/tutorials/rendering/multiple_resolutions.html) - Network accessline 148
- [Godot 4.7: Multiple resolutions](https://docs.godotengine.org/en/4.7/tutorials/rendering/multiple_resolutions.html) - Network accessline 149
- [Unity Input System 1.14: UI support](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14/manual/UISupport.html) - Network accessline 149
- [Unity Input System 1.14: UI support](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14/manual/UISupport.html) - Network accessline 150
- [Xbox Accessibility Guideline 101: Text display](https://learn.microsoft.com/en-us/xbox/accessibility/xbox-accessibility-guidelines/101) - Network accessline 150
- [Xbox Accessibility Guideline 101: Text display](https://learn.microsoft.com/en-us/xbox/accessibility/xbox-accessibility-guidelines/101) - Network accessline 151
- [Xbox Accessibility Guideline 102: Contrast](https://learn.microsoft.com/en-us/xbox/accessibility/xbox-accessibility-guidelines/102) - Network accessline 151
- [Xbox Accessibility Guideline 102: Contrast](https://learn.microsoft.com/en-us/xbox/accessibility/xbox-accessibility-guidelines/102) - Network accessline 152
- [Game Accessibility Guidelines](https://gameaccessibilityguidelines.com/) - Network accessline 152
- [Game Accessibility Guidelines](https://gameaccessibilityguidelines.com/)
skills/ebitengine/ebitengine-game/SKILL.md
skills/ebitengine/ebitengine-game/assets/ci/github-actions.yml
- Dangerous shell operationline 34
sudo apt-get update - Dangerous shell operationline 34
sudo apt-get update - Dangerous shell operationline 35
sudo apt-get install -y --no-install-recommends xvfb libgl1 libglx-mesa0 libgl1-mesa-dri libasound2t64 - Dangerous shell operationline 35
sudo apt-get install -y --no-install-recommends xvfb libgl1 libglx-mesa0 libgl1-mesa-dri libasound2t64 - Dangerous shell operationline 95
sudo apt-get update - Dangerous shell operationline 95
sudo apt-get update - Dangerous shell operationline 96
sudo apt-get install -y --no-install-recommends llvm - Dangerous shell operationline 96
sudo apt-get install -y --no-install-recommends llvm
skills/ebitengine/ebitengine-game/assets/starter/assets.go
skills/ebitengine/ebitengine-game/assets/starter/game.go
skills/ebitengine/ebitengine-game/assets/starter/input.go
skills/ebitengine/ebitengine-game/assets/starter/licenses/Go-Fonts.txt
- Network accessline 1
These fonts were created by the Bigelow & Holmes foundry specifically for the Go project. See https://blog.golang.org/go-fonts for details. - Network accessline 1
These fonts were created by the Bigelow & Holmes foundry specifically for the Go project. See https://blog.golang.org/go-fonts for details. - Network accessline 2
Go project. See https://blog.golang.org/go-fonts for details. - Network accessline 2
Go project. See https://blog.golang.org/go-fonts for details.
skills/ebitengine/ebitengine-game/assets/starter/main.go
skills/ebitengine/ebitengine-game/assets/starter/scenes.go
skills/ebitengine/ebitengine-game/assets/starter/sound.go
skills/ebitengine/ebitengine-game/assets/starter/web/index.html
- Network accessline 18
const go = new Go(); const status = document.getElementById("status"); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject) - Network accessline 18
const go = new Go(); const status = document.getElementById("status"); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject) - Network accessline 19
const status = document.getElementById("status"); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject) .then(async r => { status.remove(); await go.run(r.instance); }) - Network accessline 19
const status = document.getElementById("status"); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject) .then(async r => { status.remove(); await go.run(r.instance); }) - Network accessline 20
WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject) - Network accessline 20
WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject)
skills/ebitengine/ebitengine-game/assets/starter/world/world.go
skills/ebitengine/ebitengine-game/assets/starter/world/world_test.go
skills/ebitengine/ebitengine-game/references/architecture-and-testing.md
- Network accessline 100
Load and validate the next scene before replacing a working one when failure needs to be recoverable. This adapts resource and scene lifecycle principles from [game-engine](https://github.com/github/awesome-copilot/blob/2d4b998d2df28917074e - Network accessline 100
Load and validate the next scene before replacing a working one when failure needs to be recoverable. This adapts resource and scene lifecycle principles from [game-engine](https://github.com/github/awesome-copilot/blob/2d4b998d2df28917074e - Network accessline 101
needs to be recoverable. This adapts resource and scene lifecycle principles from [game-engine](https://github.com/github/awesome-copilot/blob/2d4b998d2df28917074ee33db45c9601484c72ad/skills/game-engine/references/game-engine-core-principle - Network accessline 101
needs to be recoverable. This adapts resource and scene lifecycle principles from [game-engine](https://github.com/github/awesome-copilot/blob/2d4b998d2df28917074ee33db45c9601484c72ad/skills/game-engine/references/game-engine-core-principle - Network accessline 102
[game-engine](https://github.com/github/awesome-copilot/blob/2d4b998d2df28917074ee33db45c9601484c72ad/skills/game-engine/references/game-engine-core-principles.md). - Network accessline 102
[game-engine](https://github.com/github/awesome-copilot/blob/2d4b998d2df28917074ee33db45c9601484c72ad/skills/game-engine/references/game-engine-core-principles.md). - Network accessline 309
Source contracts: [game loop and focus policy](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/run.go) - Network accessline 309
Source contracts: [game loop and focus policy](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/run.go) - Network accessline 310
and [Go file replacement guarantees](https://pkg.go.dev/os#Rename). - Network accessline 310
and [Go file replacement guarantees](https://pkg.go.dev/os#Rename).
skills/ebitengine/ebitengine-game/references/assets-and-animation.md
- Network accessline 23
This adapts the role palette, scale comparison and asset-contract ideas in [Higgsfield's stylization reference](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-styliz - Network accessline 23
This adapts the role palette, scale comparison and asset-contract ideas in [Higgsfield's stylization reference](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-styliz - Network accessline 24
[Higgsfield's stylization reference](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-stylization.md). - Network accessline 24
[Higgsfield's stylization reference](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-stylization.md). - Network accessline 50
These checks adapt the registration and loop-assembly lessons in [Higgsfield's 2D animation pipeline](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-2d-animation.md) - Network accessline 50
These checks adapt the registration and loop-assembly lessons in [Higgsfield's 2D animation pipeline](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-2d-animation.md) - Network accessline 51
[Higgsfield's 2D animation pipeline](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-2d-animation.md). - Network accessline 51
[Higgsfield's 2D animation pipeline](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-2d-animation.md).
skills/ebitengine/ebitengine-game/references/audio.md
- Dangerous shell operationline 155
rm -r "$null_audio_dir" - Dangerous shell operationline 155
rm -r "$null_audio_dir" - Network accessline 175
Source contracts: [players and lifecycle](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/audio/audio.go) - Network accessline 175
Source contracts: [players and lifecycle](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/audio/audio.go) - Network accessline 176
and [loop lengths and seam blending](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/audio/loop.go). - Network accessline 176
and [loop lengths and seam blending](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/audio/loop.go).
skills/ebitengine/ebitengine-game/references/design-and-quality.md
- Network accessline 59
behavior and felt experience are different claims. Effects cannot establish that a decision is interesting. This is a practical use of the [MDA framing](https://github.com/pluginagentmarketplace/custom-plugin-game-developer/blob/aa7edfe267b - Network accessline 59
behavior and felt experience are different claims. Effects cannot establish that a decision is interesting. This is a practical use of the [MDA framing](https://github.com/pluginagentmarketplace/custom-plugin-game-developer/blob/aa7edfe267b - Network accessline 60
that a decision is interesting. This is a practical use of the [MDA framing](https://github.com/pluginagentmarketplace/custom-plugin-game-developer/blob/aa7edfe267b34eac63d888f60b13e08aca7850ed/skills/game-design-theory/SKILL.md), not a for - Network accessline 60
that a decision is interesting. This is a practical use of the [MDA framing](https://github.com/pluginagentmarketplace/custom-plugin-game-developer/blob/aa7edfe267b34eac63d888f60b13e08aca7850ed/skills/game-design-theory/SKILL.md), not a for - Network accessline 61
[MDA framing](https://github.com/pluginagentmarketplace/custom-plugin-game-developer/blob/aa7edfe267b34eac63d888f60b13e08aca7850ed/skills/game-design-theory/SKILL.md), - Network accessline 61
[MDA framing](https://github.com/pluginagentmarketplace/custom-plugin-game-developer/blob/aa7edfe267b34eac63d888f60b13e08aca7850ed/skills/game-design-theory/SKILL.md), - Network accessline 76
readable situation before combining it with another demand; a tutorial label is not evidence the player learned it. These checks adapt the capability/content relationship in [Higgsfield's design system](https://github.com/higgsfield-ai/skil - Network accessline 76
readable situation before combining it with another demand; a tutorial label is not evidence the player learned it. These checks adapt the capability/content relationship in [Higgsfield's design system](https://github.com/higgsfield-ai/skil - Network accessline 78
relationship in [Higgsfield's design system](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-design-system.md). - Network accessline 78
relationship in [Higgsfield's design system](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-design-system.md).
skills/ebitengine/ebitengine-game/references/gameplay-systems.md
skills/ebitengine/ebitengine-game/references/input.md
- Network accessline 223
across a settings modal. Reconcile held controls on return so the closing press does not leak into gameplay. This adapts the prompt/state lessons in [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a1 - Network accessline 223
across a settings modal. Reconcile held controls on return so the closing press does not leak into gameplay. This adapts the prompt/state lessons in [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a1 - Network accessline 224
does not leak into gameplay. This adapts the prompt/state lessons in [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md) and [Thre - Network accessline 224
does not leak into gameplay. This adapts the prompt/state lessons in [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md) and [Thre - Network accessline 225
[game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md) - Network accessline 225
[game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md) - Network accessline 226
and [Three.js touch UI](https://github.com/majidmanzarpour/threejs-game-skills/blob/8286774b22a2566bf894dbc825825c16921866af/skills/threejs-game-ui-designer/references/ui-patterns.md). - Network accessline 226
and [Three.js touch UI](https://github.com/majidmanzarpour/threejs-game-skills/blob/8286774b22a2566bf894dbc825825c16921866af/skills/threejs-game-ui-designer/references/ui-patterns.md). - Network accessline 235
Source contracts: [input APIs](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/input.go) - Network accessline 235
Source contracts: [input APIs](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/input.go) - Network accessline 236
and [tick-based edge helpers](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/inpututil/inpututil.go). - Network accessline 236
and [tick-based edge helpers](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/inpututil/inpututil.go).
skills/ebitengine/ebitengine-game/references/monetization.md
- Network accessline 17
Verify current rules for the target store, region and program, including billing, restoration, privacy and child-directed games. Do not hardcode universal policy claims: the [Google Play payments policy](https://support.google.com/googlepla - Network accessline 17
Verify current rules for the target store, region and program, including billing, restoration, privacy and child-directed games. Do not hardcode universal policy claims: the [Google Play payments policy](https://support.google.com/googlepla - Network accessline 18
restoration, privacy and child-directed games. Do not hardcode universal policy claims: the [Google Play payments policy](https://support.google.com/googleplay/android-developer/answer/9858738) and [Apple review guidelines](https://develope - Network accessline 18
restoration, privacy and child-directed games. Do not hardcode universal policy claims: the [Google Play payments policy](https://support.google.com/googleplay/android-developer/answer/9858738) and [Apple review guidelines](https://develope - Network accessline 19
claims: the [Google Play payments policy](https://support.google.com/googleplay/android-developer/answer/9858738) - Network accessline 19
claims: the [Google Play payments policy](https://support.google.com/googleplay/android-developer/answer/9858738) - Network accessline 20
and [Apple review guidelines](https://developer.apple.com/app-store/review/guidelines/) - Network accessline 20
and [Apple review guidelines](https://developer.apple.com/app-store/review/guidelines/) - Network accessline 69
Generate bindings with the pinned Ebitengine/gomobile toolchain and inspect the actual generated Java/Objective-C API rather than assuming names or that a Go build proves bindability. Follow [Ebitengine mobile setup](https://ebitengine.org/ - Network accessline 69
Generate bindings with the pinned Ebitengine/gomobile toolchain and inspect the actual generated Java/Objective-C API rather than assuming names or that a Go build proves bindability. Follow [Ebitengine mobile setup](https://ebitengine.org/ - Network accessline 71
build proves bindability. Follow [Ebitengine mobile setup](https://ebitengine.org/en/documents/mobile.html). - Network accessline 71
build proves bindability. Follow [Ebitengine mobile setup](https://ebitengine.org/en/documents/mobile.html).
skills/ebitengine/ebitengine-game/references/networking.md
- Network accessline 33
and velocities. Go permits fused floating-point operations and architecture implementations can differ; do not infer cross-platform determinism from two copies in one process. See the [Go spec](https://go.dev/ref/spec#Floating_point_ope - Network accessline 33
and velocities. Go permits fused floating-point operations and architecture implementations can differ; do not infer cross-platform determinism from two copies in one process. See the [Go spec](https://go.dev/ref/spec#Floating_point_ope - Network accessline 34
implementations can differ; do not infer cross-platform determinism from two copies in one process. See the [Go spec](https://go.dev/ref/spec#Floating_point_operators). - Stable iteration order matters: sort map keys or use ordered storag - Network accessline 34
implementations can differ; do not infer cross-platform determinism from two copies in one process. See the [Go spec](https://go.dev/ref/spec#Floating_point_operators). - Stable iteration order matters: sort map keys or use ordered storag - Network accessline 35
copies in one process. See the [Go spec](https://go.dev/ref/spec#Floating_point_operators). - Network accessline 35
copies in one process. See the [Go spec](https://go.dev/ref/spec#Floating_point_operators). - Network accessline 68
`github.com/coder/websocket` supports Go desktop and `js/wasm`; browsers cannot use Go's raw TCP/UDP APIs. Pin and inspect the transport version and its [documentation](https://pkg.go.dev/github.com/coder/websocket). HTTPS pages need - Network accessline 68
`github.com/coder/websocket` supports Go desktop and `js/wasm`; browsers cannot use Go's raw TCP/UDP APIs. Pin and inspect the transport version and its [documentation](https://pkg.go.dev/github.com/coder/websocket). HTTPS pages need - Network accessline 69
use Go's raw TCP/UDP APIs. Pin and inspect the transport version and its [documentation](https://pkg.go.dev/github.com/coder/websocket). HTTPS pages need secure WebSocket endpoints. Use only transports supported by the chosen targets. - Network accessline 69
use Go's raw TCP/UDP APIs. Pin and inspect the transport version and its [documentation](https://pkg.go.dev/github.com/coder/websocket). HTTPS pages need secure WebSocket endpoints. Use only transports supported by the chosen targets. - Network accessline 70
[documentation](https://pkg.go.dev/github.com/coder/websocket). HTTPS pages need - Network accessline 70
[documentation](https://pkg.go.dev/github.com/coder/websocket). HTTPS pages need - Network accessline 102
These are transferable view/lifecycle lessons from [multiplayer-game](https://github.com/rivet-dev/skills/blob/ba5d3db3d7489cfc6190fd0de45b96e3787e1ea3/multiplayer-game/SKILL.md) - Network accessline 102
These are transferable view/lifecycle lessons from [multiplayer-game](https://github.com/rivet-dev/skills/blob/ba5d3db3d7489cfc6190fd0de45b96e3787e1ea3/multiplayer-game/SKILL.md) - Network accessline 103
[multiplayer-game](https://github.com/rivet-dev/skills/blob/ba5d3db3d7489cfc6190fd0de45b96e3787e1ea3/multiplayer-game/SKILL.md) - Network accessline 103
[multiplayer-game](https://github.com/rivet-dev/skills/blob/ba5d3db3d7489cfc6190fd0de45b96e3787e1ea3/multiplayer-game/SKILL.md) - Network accessline 104
and [Higgsfield's game flow](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-flow.md). - Network accessline 104
and [Higgsfield's game flow](https://github.com/higgsfield-ai/skills/blob/f83af0bc1d937c8119099a11f8ebbf5e6fb99819/higgsfield-websites/references/game-flow.md).
skills/ebitengine/ebitengine-game/references/playtest-diagnostics.md
- Network accessline 4
feature. The idea is a short sequence of actions, controlled advancement, observation and a focused change, adapted from [develop-web-game](https://github.com/openai/skills/blob/30444aed500c00c85294d12074f6e3ee794f808a/skills/.curated/devel - Network accessline 4
feature. The idea is a short sequence of actions, controlled advancement, observation and a focused change, adapted from [develop-web-game](https://github.com/openai/skills/blob/30444aed500c00c85294d12074f6e3ee794f808a/skills/.curated/devel - Network accessline 5
observation and a focused change, adapted from [develop-web-game](https://github.com/openai/skills/blob/30444aed500c00c85294d12074f6e3ee794f808a/skills/.curated/develop-web-game/SKILL.md). Its JavaScript hooks and Playwright client are not - Network accessline 5
observation and a focused change, adapted from [develop-web-game](https://github.com/openai/skills/blob/30444aed500c00c85294d12074f6e3ee794f808a/skills/.curated/develop-web-game/SKILL.md). Its JavaScript hooks and Playwright client are not - Network accessline 6
[develop-web-game](https://github.com/openai/skills/blob/30444aed500c00c85294d12074f6e3ee794f808a/skills/.curated/develop-web-game/SKILL.md). - Network accessline 6
[develop-web-game](https://github.com/openai/skills/blob/30444aed500c00c85294d12074f6e3ee794f808a/skills/.curated/develop-web-game/SKILL.md).
skills/ebitengine/ebitengine-game/references/project-and-builds.md
- Dangerous shell operationline 17
`sudo apt install libx11-6 libgl1 libglx-mesa0`, optionally - Dangerous shell operationline 17
`sudo apt install libx11-6 libgl1 libglx-mesa0`, optionally - Dangerous shell operationline 20
Fedora: `sudo dnf install libX11 libglvnd-glx mesa-libGL mesa-dri-drivers`. - Dangerous shell operationline 20
Fedora: `sudo dnf install libX11 libglvnd-glx mesa-libGL mesa-dri-drivers`. - Network accessline 93
go run github.com/hajimehoshi/wasmserve@latest . # open http://localhost:8080/ - Network accessline 93
go run github.com/hajimehoshi/wasmserve@latest . # open http://localhost:8080/ - Network accessline 94
# open http://localhost:8080/ - Network accessline 94
# open http://localhost:8080/ - Network accessline 109
<script> const go = new Go(); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject).then(r => go.run(r.instance)); - Network accessline 109
<script> const go = new Go(); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject).then(r => go.run(r.instance)); - Network accessline 110
const go = new Go(); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject).then(r => go.run(r.instance)); </script> - Network accessline 110
const go = new Go(); WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject).then(r => go.run(r.instance)); </script> - Network accessline 111
WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject).then(r => go.run(r.instance)); - Network accessline 111
WebAssembly.instantiateStreaming(fetch("game.wasm"), go.importObject).then(r => go.run(r.instance)); - Network accessline 177
Sources: [v2.10 installation/runtime requirements](https://ebitengine.org/en/documents/install.html), - Network accessline 177
Sources: [v2.10 installation/runtime requirements](https://ebitengine.org/en/documents/install.html), - Network accessline 178
[WebAssembly](https://ebitengine.org/en/documents/webassembly.html), - Network accessline 178
[WebAssembly](https://ebitengine.org/en/documents/webassembly.html), - Network accessline 179
[mobile setup](https://ebitengine.org/en/documents/mobile.html). - Network accessline 179
[mobile setup](https://ebitengine.org/en/documents/mobile.html).
skills/ebitengine/ebitengine-game/references/publishing-and-platforms.md
- Network accessline 19
Only promise targets actually requested and checked. Public build tags are not proof of available or complete console support. Consult the pinned engine's [README](https://github.com/hajimehoshi/ebiten) and platform holder for current - Network accessline 19
Only promise targets actually requested and checked. Public build tags are not proof of available or complete console support. Consult the pinned engine's [README](https://github.com/hajimehoshi/ebiten) and platform holder for current - Network accessline 20
proof of available or complete console support. Consult the pinned engine's [README](https://github.com/hajimehoshi/ebiten) and platform holder for current access; keep SDK-specific material within its permitted environment. - Network accessline 20
proof of available or complete console support. Consult the pinned engine's [README](https://github.com/hajimehoshi/ebiten) and platform holder for current access; keep SDK-specific material within its permitted environment. - Network accessline 21
[README](https://github.com/hajimehoshi/ebiten) and platform holder for current - Network accessline 21
[README](https://github.com/hajimehoshi/ebiten) and platform holder for current - Network accessline 37
For **Windows Steam builds**, the current [Ebitengine Steam guide](https://ebitengine.org/en/documents/steam.html) - Network accessline 37
For **Windows Steam builds**, the current [Ebitengine Steam guide](https://ebitengine.org/en/documents/steam.html) - Network accessline 38
[Ebitengine Steam guide](https://ebitengine.org/en/documents/steam.html) - Network accessline 38
[Ebitengine Steam guide](https://ebitengine.org/en/documents/steam.html) - Network accessline 61
For distribution, follow [Apple's notarization workflow](https://developer.apple.com/documentation/Security/customizing-the-notarization-workflow) - Network accessline 61
For distribution, follow [Apple's notarization workflow](https://developer.apple.com/documentation/Security/customizing-the-notarization-workflow) - Network accessline 63
appropriate identity, hardened runtime and required entitlements. Steam has specific signing/entitlement requirements in [Valve's platform documentation](https://partner.steamgames.com/doc/store/application/platforms). - Network accessline 63
appropriate identity, hardened runtime and required entitlements. Steam has specific signing/entitlement requirements in [Valve's platform documentation](https://partner.steamgames.com/doc/store/application/platforms). - Network accessline 64
specific signing/entitlement requirements in [Valve's platform documentation](https://partner.steamgames.com/doc/store/application/platforms). Submit, staple and validate before archiving; for example use `ditto -c -k - Network accessline 64
specific signing/entitlement requirements in [Valve's platform documentation](https://partner.steamgames.com/doc/store/application/platforms). Submit, staple and validate before archiving; for example use `ditto -c -k - Network accessline 65
[Valve's platform documentation](https://partner.steamgames.com/doc/store/application/platforms). - Network accessline 65
[Valve's platform documentation](https://partner.steamgames.com/doc/store/application/platforms). - Network accessline 77
Pure-Go builds still load graphics/window/audio libraries at runtime. See the [official installation guide](https://ebitengine.org/en/documents/install.html) - Network accessline 77
Pure-Go builds still load graphics/window/audio libraries at runtime. See the [official installation guide](https://ebitengine.org/en/documents/install.html) - Network accessline 78
[official installation guide](https://ebitengine.org/en/documents/install.html) - Network accessline 78
[official installation guide](https://ebitengine.org/en/documents/install.html) - Network accessline 86
[`go-steamworks`](https://github.com/hajimehoshi/go-steamworks) binds some of the - Network accessline 86
[`go-steamworks`](https://github.com/hajimehoshi/go-steamworks) binds some of the
skills/ebitengine/ebitengine-game/references/rendering.md
- Network accessline 251
collision-critical movement, tie rules updates to `Draw`, or let offscreen render culling silently stop gameplay. These are conditional applications of [game-developer's performance guidance](https://github.com/Jeffallan/claude-skills/blob/ - Network accessline 251
collision-critical movement, tie rules updates to `Draw`, or let offscreen render culling silently stop gameplay. These are conditional applications of [game-developer's performance guidance](https://github.com/Jeffallan/claude-skills/blob/ - Network accessline 252
culling silently stop gameplay. These are conditional applications of [game-developer's performance guidance](https://github.com/Jeffallan/claude-skills/blob/02b05028ba6c93f7aed45314b15c0dd5abead9d6/skills/game-developer/references/performa - Network accessline 252
culling silently stop gameplay. These are conditional applications of [game-developer's performance guidance](https://github.com/Jeffallan/claude-skills/blob/02b05028ba6c93f7aed45314b15c0dd5abead9d6/skills/game-developer/references/performa - Network accessline 253
[game-developer's performance guidance](https://github.com/Jeffallan/claude-skills/blob/02b05028ba6c93f7aed45314b15c0dd5abead9d6/skills/game-developer/references/performance-optimization.md), - Network accessline 253
[game-developer's performance guidance](https://github.com/Jeffallan/claude-skills/blob/02b05028ba6c93f7aed45314b15c0dd5abead9d6/skills/game-developer/references/performance-optimization.md), - Network accessline 261
Source contracts: [default final-screen renderer](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/gameforui.go), - Network accessline 261
Source contracts: [default final-screen renderer](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/gameforui.go), - Network accessline 262
[input coordinate conversion](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/internal/ui/context.go), - Network accessline 262
[input coordinate conversion](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/internal/ui/context.go), - Network accessline 263
and [performance guidance](https://ebitengine.org/en/documents/performancetips.html). - Network accessline 263
and [performance guidance](https://ebitengine.org/en/documents/performancetips.html).
skills/ebitengine/ebitengine-game/references/text-and-ui.md
- Network accessline 139
selected and active states, including why an attempted action was refused. These are useful attention-management patterns from [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c05 - Network accessline 139
selected and active states, including why an attempted action was refused. These are useful attention-management patterns from [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c05 - Network accessline 140
These are useful attention-management patterns from [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md), not reasons to impose a c - Network accessline 140
These are useful attention-management patterns from [game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md), not reasons to impose a c - Network accessline 141
[game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md), - Network accessline 141
[game-ui-design](https://github.com/omer-metin/skills-for-antigravity/blob/e8dcf4e8737921a10088bd5c9eb65e81f74c051f/skills/game-ui-design/references/patterns.md), - Network accessline 153
such as 9→10 and 99→100, long localized labels, disabled actions and simultaneous alerts. This prevents layout movement at the moment attention is most occupied, as emphasized by [Three.js game UI patterns](https://github.com/majidmanzarpou - Network accessline 153
such as 9→10 and 99→100, long localized labels, disabled actions and simultaneous alerts. This prevents layout movement at the moment attention is most occupied, as emphasized by [Three.js game UI patterns](https://github.com/majidmanzarpou - Network accessline 154
alerts. This prevents layout movement at the moment attention is most occupied, as emphasized by [Three.js game UI patterns](https://github.com/majidmanzarpour/threejs-game-skills/blob/8286774b22a2566bf894dbc825825c16921866af/skills/threejs - Network accessline 154
alerts. This prevents layout movement at the moment attention is most occupied, as emphasized by [Three.js game UI patterns](https://github.com/majidmanzarpour/threejs-game-skills/blob/8286774b22a2566bf894dbc825825c16921866af/skills/threejs - Network accessline 155
as emphasized by [Three.js game UI patterns](https://github.com/majidmanzarpour/threejs-game-skills/blob/8286774b22a2566bf894dbc825825c16921866af/skills/threejs-game-ui-designer/references/ui-patterns.md). - Network accessline 155
as emphasized by [Three.js game UI patterns](https://github.com/majidmanzarpour/threejs-game-skills/blob/8286774b22a2566bf894dbc825825c16921866af/skills/threejs-game-ui-designer/references/ui-patterns.md). - Network accessline 320
Source contracts: [text layout and measurement](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/text/v2/text.go) - Network accessline 320
Source contracts: [text layout and measurement](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/text/v2/text.go) - Network accessline 321
and [font source and size behavior](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/text/v2/gotext.go). - Network accessline 321
and [font source and size behavior](https://github.com/hajimehoshi/ebiten/blob/v2.10.5/text/v2/gotext.go).
skills/ebitengine/ebitengine-game/references/tilemaps.md
- Network accessline 9
[Tiled](https://www.mapeditor.org/) is the usual level editor. Save maps as JSON - Network accessline 9
[Tiled](https://www.mapeditor.org/) is the usual level editor. Save maps as JSON - Network accessline 397
Source contracts: [Tiled JSON format](https://doc.mapeditor.org/en/stable/reference/json-map-format/), - Network accessline 397
Source contracts: [Tiled JSON format](https://doc.mapeditor.org/en/stable/reference/json-map-format/), - Network accessline 398
[Tiled GID flags](https://doc.mapeditor.org/en/stable/reference/global-tile-ids/). - Network accessline 398
[Tiled GID flags](https://doc.mapeditor.org/en/stable/reference/global-tile-ids/).
skills/ebitengine/ebitengine-game/scripts/check_ebitengine.py
skills/ebitengine/ebitengine-game/scripts/new_game.py
skills/ebitengine/ebitengine-game/scripts/package_macos_app.py
skills/genres/platformer/references/feel-tuning.md
- Network accessline 231
For an example of contact-query semantics, the primary [Godot CharacterBody2D reference](https://docs.godotengine.org/en/stable/classes/class_characterbody2d.html) - Network accessline 231
For an example of contact-query semantics, the primary [Godot CharacterBody2D reference](https://docs.godotengine.org/en/stable/classes/class_characterbody2d.html) - Network accessline 232
[Godot CharacterBody2D reference](https://docs.godotengine.org/en/stable/classes/class_characterbody2d.html) - Network accessline 232
[Godot CharacterBody2D reference](https://docs.godotengine.org/en/stable/classes/class_characterbody2d.html)
skills/godot/godot-nodes-scenes/scripts/check_godot_project.py
skills/godot/godot-physics/SKILL.md
- Network accessline 168
`references/bodies-and-queries.md`. - Jolt specifics: Godot docs "Using Jolt Physics" (`https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html`). - Network accessline 168
`references/bodies-and-queries.md`. - Jolt specifics: Godot docs "Using Jolt Physics" (`https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html`). - Network accessline 170
(`https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html`). - Network accessline 170
(`https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html`).
skills/other-engines/defold-core/references/build-and-run.md
- Network accessline 4
(sha1 `d295ed4edff2e49072719835713e625f409849f1`) on Linux x86_64; commands, flags and the error messages quoted are from those runs or from the official [Bob manual](https://defold.com/manuals/bob/) and - Network accessline 4
(sha1 `d295ed4edff2e49072719835713e625f409849f1`) on Linux x86_64; commands, flags and the error messages quoted are from those runs or from the official [Bob manual](https://defold.com/manuals/bob/) and - Network accessline 5
error messages quoted are from those runs or from the official [Bob manual](https://defold.com/manuals/bob/) and [automated testing manual](https://defold.com/manuals/automated-testing/). - Network accessline 5
error messages quoted are from those runs or from the official [Bob manual](https://defold.com/manuals/bob/) and [automated testing manual](https://defold.com/manuals/automated-testing/). - Network accessline 6
[Bob manual](https://defold.com/manuals/bob/) and - Network accessline 6
[Bob manual](https://defold.com/manuals/bob/) and - Network accessline 7
[automated testing manual](https://defold.com/manuals/automated-testing/). - Network accessline 7
[automated testing manual](https://defold.com/manuals/automated-testing/). - Network accessline 12
`UnsupportedClassVersionError … class file version 69.0`. - **bob.jar:** use the release the project is built with. Current stable release info is at [d.defold.com/stable/info.json](https://d.defold.com/stable/info.json) (version and sha1 - Network accessline 12
`UnsupportedClassVersionError … class file version 69.0`. - **bob.jar:** use the release the project is built with. Current stable release info is at [d.defold.com/stable/info.json](https://d.defold.com/stable/info.json) (version and sha1 - Network accessline 13
- **bob.jar:** use the release the project is built with. Current stable release info is at [d.defold.com/stable/info.json](https://d.defold.com/stable/info.json) (version and sha1). Download by version from the GitHub release assets - Network accessline 13
- **bob.jar:** use the release the project is built with. Current stable release info is at [d.defold.com/stable/info.json](https://d.defold.com/stable/info.json) (version and sha1). Download by version from the GitHub release assets - Network accessline 14
[d.defold.com/stable/info.json](https://d.defold.com/stable/info.json) (version and sha1). Download by version from the GitHub release assets (`https://github.com/defold/defold/releases/download/1.14.0/bob.jar`) or by sha1 - Network accessline 14
[d.defold.com/stable/info.json](https://d.defold.com/stable/info.json) (version and sha1). Download by version from the GitHub release assets (`https://github.com/defold/defold/releases/download/1.14.0/bob.jar`) or by sha1 - Network accessline 15
Download by version from the GitHub release assets (`https://github.com/defold/defold/releases/download/1.14.0/bob.jar`) or by sha1 (`https://d.defold.com/archive/stable/<sha1>/bob/bob.jar`). - Network accessline 15
Download by version from the GitHub release assets (`https://github.com/defold/defold/releases/download/1.14.0/bob.jar`) or by sha1 (`https://d.defold.com/archive/stable/<sha1>/bob/bob.jar`). - Network accessline 16
(`https://github.com/defold/defold/releases/download/1.14.0/bob.jar`) or by sha1 - Network accessline 16
(`https://github.com/defold/defold/releases/download/1.14.0/bob.jar`) or by sha1 - Network accessline 17
(`https://d.defold.com/archive/stable/<sha1>/bob/bob.jar`). - Network accessline 17
(`https://d.defold.com/archive/stable/<sha1>/bob/bob.jar`). - Network accessline 136
(it loads `build/default/game.dmanifest`). The official manuals do not document this binary; it is published next to `bob.jar` as `https://d.defold.com/archive/stable/<sha1>/engine/x86_64-linux/dmengine_headless`. Prefer - Network accessline 136
(it loads `build/default/game.dmanifest`). The official manuals do not document this binary; it is published next to `bob.jar` as `https://d.defold.com/archive/stable/<sha1>/engine/x86_64-linux/dmengine_headless`. Prefer - Network accessline 137
it is published next to `bob.jar` as `https://d.defold.com/archive/stable/<sha1>/engine/x86_64-linux/dmengine_headless`. Prefer the headless bundle above when you need a documented path. - Network accessline 137
it is published next to `bob.jar` as `https://d.defold.com/archive/stable/<sha1>/engine/x86_64-linux/dmengine_headless`. Prefer the headless bundle above when you need a documented path. - Network accessline 138
`https://d.defold.com/archive/stable/<sha1>/engine/x86_64-linux/dmengine_headless`. Prefer - Network accessline 138
`https://d.defold.com/archive/stable/<sha1>/engine/x86_64-linux/dmengine_headless`. Prefer - Network accessline 154
- GUI scenes and `.gui_script`: [GUI](https://defold.com/manuals/gui/) — a GUI script uses - Network accessline 154
- GUI scenes and `.gui_script`: [GUI](https://defold.com/manuals/gui/) — a GUI script uses - Network accessline 155
`gui.*` functions instead of `go.*` and acquires input focus the same way. - Sprites and flipbooks: [Sprite](https://defold.com/manuals/sprite/) and [Atlas](https://defold.com/manuals/atlas/); play an animation with - Network accessline 155
`gui.*` functions instead of `go.*` and acquires input focus the same way. - Sprites and flipbooks: [Sprite](https://defold.com/manuals/sprite/) and [Atlas](https://defold.com/manuals/atlas/); play an animation with - Network accessline 156
- Sprites and flipbooks: [Sprite](https://defold.com/manuals/sprite/) and - Network accessline 156
- Sprites and flipbooks: [Sprite](https://defold.com/manuals/sprite/) and - Network accessline 157
[Atlas](https://defold.com/manuals/atlas/); play an animation with - Network accessline 157
[Atlas](https://defold.com/manuals/atlas/); play an animation with - Network accessline 158
`sprite.play_flipbook("#sprite", "run")`. - Tilemaps: [Tilemap](https://defold.com/manuals/tilemap/) and [Tile source](https://defold.com/manuals/tilesource/). - Network accessline 158
`sprite.play_flipbook("#sprite", "run")`. - Tilemaps: [Tilemap](https://defold.com/manuals/tilemap/) and [Tile source](https://defold.com/manuals/tilesource/). - Network accessline 159
- Tilemaps: [Tilemap](https://defold.com/manuals/tilemap/) and - Network accessline 159
- Tilemaps: [Tilemap](https://defold.com/manuals/tilemap/) and - Network accessline 160
[Tile source](https://defold.com/manuals/tilesource/). - Network accessline 160
[Tile source](https://defold.com/manuals/tilesource/). - Network accessline 161
- Collision objects and physics messages: [Physics](https://defold.com/manuals/physics/); - Network accessline 161
- Collision objects and physics messages: [Physics](https://defold.com/manuals/physics/);
skills/other-engines/defold-core/references/file-formats.md
skills/other-engines/defold-core/scripts/check_defold_project.py
skills/other-engines/roblox-characters/SKILL.md
- Network accessline 165
- `https://create.roblox.com/docs/characters` - Network accessline 165
- `https://create.roblox.com/docs/characters` - Network accessline 166
- `https://create.roblox.com/docs/animation/using` - Network accessline 166
- `https://create.roblox.com/docs/animation/using` - Network accessline 167
- `https://create.roblox.com/docs/characters/appearance` - Network accessline 167
- `https://create.roblox.com/docs/characters/appearance` - Network accessline 168
- `https://create.roblox.com/docs/characters/character-controller-library` - Network accessline 168
- `https://create.roblox.com/docs/characters/character-controller-library`
skills/other-engines/roblox-characters/references/lifecycle-and-animation.md
- Network accessline 48
- `https://create.roblox.com/docs/characters` - Network accessline 48
- `https://create.roblox.com/docs/characters` - Network accessline 49
- `https://create.roblox.com/docs/animation/using` - Network accessline 49
- `https://create.roblox.com/docs/animation/using` - Network accessline 50
- `https://create.roblox.com/docs/characters/appearance` - Network accessline 50
- `https://create.roblox.com/docs/characters/appearance`
skills/other-engines/roblox-datastores/references/sessions-and-limits.md
- Network accessline 113
write. Use `UpdateAsync` so concurrent writers don't clobber. - Treat every Async call as fallible: `pcall` + bounded retry with backoff. See `https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits` - Network accessline 113
write. Use `UpdateAsync` so concurrent writers don't clobber. - Treat every Async call as fallible: `pcall` + bounded retry with backoff. See `https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits` - Network accessline 114
- Treat every Async call as fallible: `pcall` + bounded retry with backoff. See `https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits` for the exact current numeric limits, which change over time. - Network accessline 114
- Treat every Async call as fallible: `pcall` + bounded retry with backoff. See `https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits` for the exact current numeric limits, which change over time. - Network accessline 115
`https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits` - Network accessline 115
`https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits`
skills/other-engines/roblox-networking/SKILL.md
- Network accessline 209
- `https://create.roblox.com/docs/scripting/events/remote` - Network accessline 209
- `https://create.roblox.com/docs/scripting/events/remote` - Network accessline 210
- `https://create.roblox.com/docs/scripting/security/client-server-boundary` - Network accessline 210
- `https://create.roblox.com/docs/scripting/security/client-server-boundary` - Network accessline 211
- `https://create.roblox.com/docs/projects/server-authority` - Network accessline 211
- `https://create.roblox.com/docs/projects/server-authority` - Network accessline 212
- `https://create.roblox.com/docs/physics/network-ownership` - Network accessline 212
- `https://create.roblox.com/docs/physics/network-ownership` - Network accessline 213
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 213
- `https://create.roblox.com/docs/studio/testing-modes`
skills/other-engines/roblox-networking/references/validation-and-testing.md
- Network accessline 67
- `https://create.roblox.com/docs/scripting/security/client-server-boundary` - Network accessline 67
- `https://create.roblox.com/docs/scripting/security/client-server-boundary` - Network accessline 68
- `https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent` - Network accessline 68
- `https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent` - Network accessline 69
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 69
- `https://create.roblox.com/docs/studio/testing-modes`
skills/other-engines/roblox-physics/SKILL.md
- Network accessline 158
- `https://create.roblox.com/docs/physics/assemblies` - Network accessline 158
- `https://create.roblox.com/docs/physics/assemblies` - Network accessline 159
- `https://create.roblox.com/docs/physics/network-ownership` - Network accessline 159
- `https://create.roblox.com/docs/physics/network-ownership` - Network accessline 160
- `https://create.roblox.com/docs/workspace/raycasting` - Network accessline 160
- `https://create.roblox.com/docs/workspace/raycasting`
skills/other-engines/roblox-physics/references/queries-and-ownership.md
- Network accessline 58
- `https://create.roblox.com/docs/physics/assemblies` - Network accessline 58
- `https://create.roblox.com/docs/physics/assemblies` - Network accessline 59
- `https://create.roblox.com/docs/physics/network-ownership` - Network accessline 59
- `https://create.roblox.com/docs/physics/network-ownership` - Network accessline 60
- `https://create.roblox.com/docs/workspace/raycasting` - Network accessline 60
- `https://create.roblox.com/docs/workspace/raycasting` - Network accessline 61
- `https://create.roblox.com/docs/workspace/collisions` - Network accessline 61
- `https://create.roblox.com/docs/workspace/collisions` - Network accessline 62
- `https://create.roblox.com/docs/reference/engine/datatypes/RaycastParams` - Network accessline 62
- `https://create.roblox.com/docs/reference/engine/datatypes/RaycastParams`
skills/other-engines/roblox-simulator-economy/SKILL.md
- Network accessline 133
Roblox's [paid random items guidelines](https://create.roblox.com/docs/production/monetization/paid-random-items) - Network accessline 133
Roblox's [paid random items guidelines](https://create.roblox.com/docs/production/monetization/paid-random-items) - Network accessline 193
- `https://create.roblox.com/docs/production/monetization/paid-random-items` - Network accessline 193
- `https://create.roblox.com/docs/production/monetization/paid-random-items` - Network accessline 194
- `https://create.roblox.com/docs/scripting/events/remote` - Network accessline 194
- `https://create.roblox.com/docs/scripting/events/remote` - Network accessline 195
- `https://create.roblox.com/docs/scripting/security/client-server-boundary` - Network accessline 195
- `https://create.roblox.com/docs/scripting/security/client-server-boundary` - Network accessline 196
- `https://create.roblox.com/docs/reference/engine/classes/PolicyService` - Network accessline 196
- `https://create.roblox.com/docs/reference/engine/classes/PolicyService` - Network accessline 197
- `https://create.roblox.com/docs/reference/engine/datatypes/Random` - Network accessline 197
- `https://create.roblox.com/docs/reference/engine/datatypes/Random` - Network accessline 198
- `https://lune-org.github.io/docs` - Network accessline 198
- `https://lune-org.github.io/docs`
skills/other-engines/roblox-simulator-economy/references/server-patterns.md
- Network accessline 202
The rules come from Roblox's [paid random items guidelines](https://create.roblox.com/docs/production/monetization/paid-random-items); - Network accessline 202
The rules come from Roblox's [paid random items guidelines](https://create.roblox.com/docs/production/monetization/paid-random-items); - Network accessline 203
[paid random items guidelines](https://create.roblox.com/docs/production/monetization/paid-random-items); - Network accessline 203
[paid random items guidelines](https://create.roblox.com/docs/production/monetization/paid-random-items);
skills/other-engines/roblox-studio-workflow/SKILL.md
- Network accessline 132
Roblox also ships agent-readable docs independent of MCP: an index at `https://create.roblox.com/docs/llms.txt` and a `.md` twin of every docs page (append `.md` - Network accessline 132
Roblox also ships agent-readable docs independent of MCP: an index at `https://create.roblox.com/docs/llms.txt` and a `.md` twin of every docs page (append `.md` - Network accessline 133
`https://create.roblox.com/docs/llms.txt` and a `.md` twin of every docs page (append `.md` - Network accessline 133
`https://create.roblox.com/docs/llms.txt` and a `.md` twin of every docs page (append `.md` - Network accessline 180
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 180
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 181
- `https://create.roblox.com/docs/projects/data-model` - Network accessline 181
- `https://create.roblox.com/docs/projects/data-model` - Network accessline 182
- `https://create.roblox.com/docs/scripting/services` - Network accessline 182
- `https://create.roblox.com/docs/scripting/services` - Network accessline 183
- `https://create.roblox.com/docs/studio/mcp` - Network accessline 183
- `https://create.roblox.com/docs/studio/mcp`
skills/other-engines/roblox-studio-workflow/references/studio-verification.md
- Network accessline 74
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 74
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 75
- `https://create.roblox.com/docs/reference/engine/classes/StudioTestService` - Network accessline 75
- `https://create.roblox.com/docs/reference/engine/classes/StudioTestService`
skills/other-engines/roblox-ui/SKILL.md
- Network accessline 251
- Roblox Creator Hub: `https://create.roblox.com/docs/ui/on-screen-containers` - Network accessline 251
- Roblox Creator Hub: `https://create.roblox.com/docs/ui/on-screen-containers` - Network accessline 252
- Roblox Creator Hub: `https://create.roblox.com/docs/ui/position-and-size` - Network accessline 252
- Roblox Creator Hub: `https://create.roblox.com/docs/ui/position-and-size` - Network accessline 253
- Roblox Creator Hub: `https://create.roblox.com/docs/ui/size-modifiers` - Network accessline 253
- Roblox Creator Hub: `https://create.roblox.com/docs/ui/size-modifiers` - Network accessline 254
- Roblox Creator Hub: `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 254
- Roblox Creator Hub: `https://create.roblox.com/docs/studio/testing-modes`
skills/other-engines/roblox-ui/references/input-navigation.md
- Network accessline 85
- `https://create.roblox.com/docs/reference/engine/classes/GuiService` - Network accessline 85
- `https://create.roblox.com/docs/reference/engine/classes/GuiService` - Network accessline 86
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 86
- `https://create.roblox.com/docs/studio/testing-modes` - Network accessline 87
- `https://create.roblox.com/docs/input/input-action-system` - Network accessline 87
- `https://create.roblox.com/docs/input/input-action-system` - Network accessline 88
- `https://create.roblox.com/docs/input` (PreferredInput) - Network accessline 88
- `https://create.roblox.com/docs/input` (PreferredInput) - Network accessline 89
- `https://create.roblox.com/docs/production/publishing/console-guidelines` - Network accessline 89
- `https://create.roblox.com/docs/production/publishing/console-guidelines`
skills/other-engines/roblox-ui/references/responsive-layout.md
- Network accessline 112
- `https://create.roblox.com/docs/ui/on-screen-containers` - Network accessline 112
- `https://create.roblox.com/docs/ui/on-screen-containers` - Network accessline 113
- `https://create.roblox.com/docs/ui/position-and-size` - Network accessline 113
- `https://create.roblox.com/docs/ui/position-and-size` - Network accessline 114
- `https://create.roblox.com/docs/ui/size-modifiers` - Network accessline 114
- `https://create.roblox.com/docs/ui/size-modifiers` - Network accessline 115
- `https://create.roblox.com/docs/ui/list-flex-layouts` - Network accessline 115
- `https://create.roblox.com/docs/ui/list-flex-layouts` - Network accessline 116
- `https://create.roblox.com/docs/ui/styling` - Network accessline 116
- `https://create.roblox.com/docs/ui/styling` - Network accessline 117
- `https://create.roblox.com/docs/production/publishing/adaptive-design` - Network accessline 117
- `https://create.roblox.com/docs/production/publishing/adaptive-design`
skills/unity/unity-build-pipeline/SKILL.md
- Network accessline 162
Manual build sections (player settings, managed code stripping). For the forward-looking CoreCLR backend, see the experimental note at `https://docs.unity3d.com/6000.7/Documentation/Manual/scripting-backends-coreclr.html`. - Network accessline 162
Manual build sections (player settings, managed code stripping). For the forward-looking CoreCLR backend, see the experimental note at `https://docs.unity3d.com/6000.7/Documentation/Manual/scripting-backends-coreclr.html`. - Network accessline 164
`https://docs.unity3d.com/6000.7/Documentation/Manual/scripting-backends-coreclr.html`. - Network accessline 164
`https://docs.unity3d.com/6000.7/Documentation/Manual/scripting-backends-coreclr.html`.
skills/unity/unity-csharp-scripting/SKILL.md
- Network accessline 150
`--help` lists every check and the exit codes. - Primary docs: Unity Manual "Event function execution order" (`https://docs.unity3d.com/Manual/execution-order.html`), `ScriptReference/MonoBehaviour`, - Network accessline 150
`--help` lists every check and the exit codes. - Primary docs: Unity Manual "Event function execution order" (`https://docs.unity3d.com/Manual/execution-order.html`), `ScriptReference/MonoBehaviour`, - Network accessline 151
- Primary docs: Unity Manual "Event function execution order" (`https://docs.unity3d.com/Manual/execution-order.html`), `ScriptReference/MonoBehaviour`, and the Manual page "Asynchronous programming with the Awaitable class". - Network accessline 151
- Primary docs: Unity Manual "Event function execution order" (`https://docs.unity3d.com/Manual/execution-order.html`), `ScriptReference/MonoBehaviour`, and the Manual page "Asynchronous programming with the Awaitable class". - Network accessline 152
(`https://docs.unity3d.com/Manual/execution-order.html`), `ScriptReference/MonoBehaviour`, - Network accessline 152
(`https://docs.unity3d.com/Manual/execution-order.html`), `ScriptReference/MonoBehaviour`,
skills/unity/unity-csharp-scripting/scripts/check_unity_project.py
skills/unity/unity-input-system/SKILL.md
- Network accessline 170
`references/rebinding.md`. - Primary docs: Unity Manual "Input System" (`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual - Network accessline 170
`references/rebinding.md`. - Primary docs: Unity Manual "Input System" (`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual - Network accessline 171
- Primary docs: Unity Manual "Input System" (`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual (`https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/index.html`), - Network accessline 171
- Primary docs: Unity Manual "Input System" (`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual (`https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/index.html`), - Network accessline 172
(`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual - Network accessline 172
(`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual - Network accessline 173
(`https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/index.html`), - Network accessline 173
(`https://docs.unity3d.com/Packages/com.unity.inputsystem@1.20/manual/index.html`),
skills/unity/unity-navmesh/SKILL.md
- Network accessline 151
- Primary docs: AI Navigation package manual (`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html`), - Network accessline 151
- Primary docs: AI Navigation package manual (`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html`), - Network accessline 152
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html`), - Network accessline 152
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html`), - Network accessline 153
the `NavMeshLink` page (`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavMeshLink.html`) and its "What's new" note on the `OffMeshLink` deprecation - Network accessline 153
the `NavMeshLink` page (`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavMeshLink.html`) and its "What's new" note on the `OffMeshLink` deprecation - Network accessline 154
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavMeshLink.html`) - Network accessline 154
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavMeshLink.html`) - Network accessline 155
and its "What's new" note on the `OffMeshLink` deprecation (`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html`), the "Navigation window" and "Use NavMesh Agent with other components" pages - Network accessline 155
and its "What's new" note on the `OffMeshLink` deprecation (`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html`), the "Navigation window" and "Use NavMesh Agent with other components" pages - Network accessline 156
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html`), the - Network accessline 156
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html`), the
skills/unity/unity-tilemap-2d/SKILL.md
- Network accessline 119
- Primary docs: Unity Manual "Tilemaps" (`https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html`), - Network accessline 119
- Primary docs: Unity Manual "Tilemaps" (`https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html`), - Network accessline 120
(`https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html`), - Network accessline 120
(`https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html`), - Network accessline 121
`ScriptReference/Tilemaps.Tilemap`, `ScriptReference/Collider2D-compositeOperation`, the Manual "Tilemap Collider 2D component reference", and the 2D Tilemap Extras package manual (`https://docs.unity3d.com/Packages/com.unity.2d.tilemap - Network accessline 121
`ScriptReference/Tilemaps.Tilemap`, `ScriptReference/Collider2D-compositeOperation`, the Manual "Tilemap Collider 2D component reference", and the 2D Tilemap Extras package manual (`https://docs.unity3d.com/Packages/com.unity.2d.tilemap - Network accessline 122
Manual "Tilemap Collider 2D component reference", and the 2D Tilemap Extras package manual (`https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@6.0/manual/index.html`) for Rule Tiles. (`@6.0` is the version that ships with Un - Network accessline 122
Manual "Tilemap Collider 2D component reference", and the 2D Tilemap Extras package manual (`https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@6.0/manual/index.html`) for Rule Tiles. (`@6.0` is the version that ships with Un - Network accessline 123
(`https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@6.0/manual/index.html`) for - Network accessline 123
(`https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@6.0/manual/index.html`) for
skills/unreal/unreal-behavior-trees/SKILL.md
- Network accessline 117
`references/custom-bttask.md`. - Primary docs: "Behavior Trees in Unreal Engine" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine`). - Network accessline 117
`references/custom-bttask.md`. - Primary docs: "Behavior Trees in Unreal Engine" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine`). - Network accessline 119
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine`). - Network accessline 119
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine`).
skills/unreal/unreal-blueprints/SKILL.md
- Network accessline 116
binding, read `references/communication.md`. - Primary docs: "Blueprints Visual Scripting" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-blueprints-visual-scripting-in-unreal-engine`). - Network accessline 116
binding, read `references/communication.md`. - Primary docs: "Blueprints Visual Scripting" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-blueprints-visual-scripting-in-unreal-engine`). - Network accessline 118
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-blueprints-visual-scripting-in-unreal-engine`). - Network accessline 118
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-blueprints-visual-scripting-in-unreal-engine`).
skills/unreal/unreal-cpp-gameplay/SKILL.md
- Network accessline 142
`references/components-and-gc.md`. - Primary docs: "Unreal Engine CPP Quick Start" and "Gameplay Framework" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine`). - Network accessline 142
`references/components-and-gc.md`. - Primary docs: "Unreal Engine CPP Quick Start" and "Gameplay Framework" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine`). - Network accessline 144
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine`). - Network accessline 144
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine`).
skills/unreal/unreal-enhanced-input/SKILL.md
- Network accessline 123
including look/jump and a control-rebind note), read `references/cpp-setup.md`. - Primary docs: "Enhanced Input in Unreal Engine" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`) - Network accessline 123
including look/jump and a control-rebind note), read `references/cpp-setup.md`. - Primary docs: "Enhanced Input in Unreal Engine" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`) - Network accessline 124
- Primary docs: "Enhanced Input in Unreal Engine" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`) and "Input Overview" - Network accessline 124
- Primary docs: "Enhanced Input in Unreal Engine" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`) and "Input Overview" - Network accessline 125
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`) - Network accessline 125
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`) - Network accessline 127
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/input-overview-in-unreal-engine`). - Network accessline 127
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/input-overview-in-unreal-engine`).
skills/unreal/unreal-niagara/SKILL.md
- Network accessline 119
- Primary docs: "Overview of Niagara Effects" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine`) - Network accessline 119
- Primary docs: "Overview of Niagara Effects" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine`) - Network accessline 120
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine`) - Network accessline 120
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine`)
skills/unreal/unreal-packaging/SKILL.md
- Network accessline 119
- Primary docs: "Packaging Your Project" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/packaging-your-project`), the - Network accessline 119
- Primary docs: "Packaging Your Project" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/packaging-your-project`), the - Network accessline 120
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/packaging-your-project`), the - Network accessline 120
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/packaging-your-project`), the - Network accessline 121
Build Configurations / `BuildCookRun` references, "Zenserver as Cooked Output Store" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/using-zen-storage-server-as-cooked-output-store-for-unreal-engine`) and the Platform SDK - Network accessline 121
Build Configurations / `BuildCookRun` references, "Zenserver as Cooked Output Store" (`https://dev.epicgames.com/documentation/en-us/unreal-engine/using-zen-storage-server-as-cooked-output-store-for-unreal-engine`) and the Platform SDK - Network accessline 122
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/using-zen-storage-server-as-cooked-output-store-for-unreal-engine`) - Network accessline 122
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/using-zen-storage-server-as-cooked-output-store-for-unreal-engine`) - Network accessline 124
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes`). - Network accessline 124
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes`).
skills/web-engines/phaser-core/references/scene-flow.md
- Network accessline 166
Primary sources: Phaser 4.2.1 [KeyboardManager](https://github.com/phaserjs/phaser/blob/v4.2.1/src/input/keyboard/KeyboardManager.js) - Network accessline 166
Primary sources: Phaser 4.2.1 [KeyboardManager](https://github.com/phaserjs/phaser/blob/v4.2.1/src/input/keyboard/KeyboardManager.js) - Network accessline 167
[KeyboardManager](https://github.com/phaserjs/phaser/blob/v4.2.1/src/input/keyboard/KeyboardManager.js) - Network accessline 167
[KeyboardManager](https://github.com/phaserjs/phaser/blob/v4.2.1/src/input/keyboard/KeyboardManager.js) - Network accessline 168
and [KeyboardPlugin](https://github.com/phaserjs/phaser/blob/v4.2.1/src/input/keyboard/KeyboardPlugin.js). - Network accessline 168
and [KeyboardPlugin](https://github.com/phaserjs/phaser/blob/v4.2.1/src/input/keyboard/KeyboardPlugin.js).
skills/web-engines/pixijs-rendering/SKILL.md
skills/web-engines/threejs-gltf-loading/references/loaders-and-animation.md
- Network accessline 35
`three` into your static assets and call `draco.setDecoderPath('/decoders/draco/')` and `ktx2.setTranscoderPath('/decoders/basis/')`. A pinned CDN folder such as `https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/libs/basis/` also - Network accessline 35
`three` into your static assets and call `draco.setDecoderPath('/decoders/draco/')` and `ktx2.setTranscoderPath('/decoders/basis/')`. A pinned CDN folder such as `https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/libs/basis/` also - Network accessline 36
and `ktx2.setTranscoderPath('/decoders/basis/')`. A pinned CDN folder such as `https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/libs/basis/` also works; on releases before r185 one of these paths is required. - Network accessline 36
and `ktx2.setTranscoderPath('/decoders/basis/')`. A pinned CDN folder such as `https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/libs/basis/` also works; on releases before r185 one of these paths is required. - Network accessline 37
`https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/libs/basis/` also works; - Network accessline 37
`https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/libs/basis/` also works;
skills/web-engines/threejs-scene-setup/SKILL.md
- Network accessline 57
{ "imports": { "three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js", - Network accessline 57
{ "imports": { "three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js", - Network accessline 58
"imports": { "three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/" - Network accessline 58
"imports": { "three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/" - Network accessline 59
"three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js", - Network accessline 59
"three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js", - Network accessline 60
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/" - Network accessline 60
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/" - Network accessline 219
- Primary sources: [r186 Timer implementation](https://github.com/mrdoob/three.js/blob/r186/src/core/Timer.js) - Network accessline 219
- Primary sources: [r186 Timer implementation](https://github.com/mrdoob/three.js/blob/r186/src/core/Timer.js) - Network accessline 220
and [r186 responsive rendering manual](https://github.com/mrdoob/three.js/blob/r186/manual/pages/responsive.html). - Network accessline 220
and [r186 responsive rendering manual](https://github.com/mrdoob/three.js/blob/r186/manual/pages/responsive.html).
skills/workflows/itch-publish/SKILL.md
- Access to secretsline 39
[Credential-related source omitted] - Access to secretsline 39
[Credential-related source omitted] - Access to secretsline 147
[Credential-related source omitted] - Access to secretsline 147
[Credential-related source omitted] - Access to secretsline 152
[Credential-related source omitted] - Access to secretsline 152
[Credential-related source omitted]
skills/workflows/itch-publish/references/butler-ci.md
- Network accessline 3
Depth for `itch-publish`. Read this for automated uploads, the complete `butler push` flag set, and notifying players of updates. Verify against the primary docs: [the butler manual](https://itch.io/docs/butler) (installing, login, pushing) - Network accessline 3
Depth for `itch-publish`. Read this for automated uploads, the complete `butler push` flag set, and notifying players of updates. Verify against the primary docs: [the butler manual](https://itch.io/docs/butler) (installing, login, pushing) - Network accessline 5
[the butler manual](https://itch.io/docs/butler) (installing, login, pushing). - Network accessline 5
[the butler manual](https://itch.io/docs/butler) (installing, login, pushing). - Access to secretsline 7
[Credential-related source omitted] - Access to secretsline 7
[Credential-related source omitted] - Access to secretsline 10
[Credential-related source omitted] - Access to secretsline 10
[Credential-related source omitted] - Network accessline 29
# Example: latest stable Linux amd64 butler. Substitute the channel for your runner OS. curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Network accessline 29
# Example: latest stable Linux amd64 butler. Substitute the channel for your runner OS. curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Network accessline 30
curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Network accessline 30
curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Access to secretsline 53
[Credential-related source omitted] - Access to secretsline 53
[Credential-related source omitted] - Network accessline 57
- name: Install butler run: | curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Network accessline 57
- name: Install butler run: | curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Network accessline 58
run: | curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" unzip butler.zip && chmod +x butler - Network accessline 58
run: | curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" unzip butler.zip && chmod +x butler - Network accessline 59
curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Network accessline 59
curl -L -o butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default" - Access to secretsline 68
[Credential-related source omitted] - Access to secretsline 68
[Credential-related source omitted] - Network accessline 87
The target may also be given as a numeric game ID or a game page URL (`butler push ./build https://leafy.itch.io/my-game:windows`). - Network accessline 87
The target may also be given as a numeric game ID or a game page URL (`butler push ./build https://leafy.itch.io/my-game:windows`). - Network accessline 88
(`butler push ./build https://leafy.itch.io/my-game:windows`). - Network accessline 88
(`butler push ./build https://leafy.itch.io/my-game:windows`). - Network accessline 114
GET https://api.itch.io/wharf/latest?target=<user>/<game>&channel_name=<channel> - Network accessline 114
GET https://api.itch.io/wharf/latest?target=<user>/<game>&channel_name=<channel> - Network accessline 116
GET https://api.itch.io/wharf/latest?game_id=<id>&channel_name=<channel> - Network accessline 116
GET https://api.itch.io/wharf/latest?game_id=<id>&channel_name=<channel>
skills/workflows/steam-publish/SKILL.md
- Network accessline 80
every ERROR; then run `steamcmd` once to self-update and run the build (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global **BuildID**. 5. **Set the build live on a branch.** Go to `https://part - Network accessline 80
every ERROR; then run `steamcmd` once to self-update and run the build (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global **BuildID**. 5. **Set the build live on a branch.** Go to `https://part - Network accessline 81
steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global **BuildID**. 5. **Set the build live on a branch.** Go to `https://partner.steamgames.com/apps/builds/<AppID>`, pick the build, **Preview Change**, then * - Network accessline 81
steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global **BuildID**. 5. **Set the build live on a branch.** Go to `https://partner.steamgames.com/apps/builds/<AppID>`, pick the build, **Preview Change**, then * - Network accessline 82
5. **Set the build live on a branch.** Go to `https://partner.steamgames.com/apps/builds/<AppID>`, - Network accessline 82
5. **Set the build live on a branch.** Go to `https://partner.steamgames.com/apps/builds/<AppID>`,
skills/workflows/steam-publish/references/steampipe-build-scripts.md
- Network accessline 4
enough — multiple platforms/languages, file filtering, beta branches, automated uploads, or a build that won't go through. All file formats are Valve **KeyValues (VDF)**. Verify against the primary doc: Steamworks → SDK → [Uploading to Stea - Network accessline 4
enough — multiple platforms/languages, file filtering, beta branches, automated uploads, or a build that won't go through. All file formats are Valve **KeyValues (VDF)**. Verify against the primary doc: Steamworks → SDK → [Uploading to Stea - Network accessline 6
the primary doc: Steamworks → SDK → [Uploading to Steam](https://partner.steamgames.com/doc/sdk/uploading). - Network accessline 6
the primary doc: Steamworks → SDK → [Uploading to Steam](https://partner.steamgames.com/doc/sdk/uploading).
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
Signal confidence: 500 facts
- Network access in prose of documentationskills/disciplines/create-game-assets/references/provenance.md:40Low confidence
- Network access in prose of documentationcreate-game-assets/references/provenance.md:40Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/provenance.md:41Low confidence
- Network access in prose of documentationcreate-game-assets/references/provenance.md:41Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/provenance.md:42Low confidence
- Network access in prose of documentationcreate-game-assets/references/provenance.md:42Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/provenance.md:43Low confidence
- Network access in prose of documentationcreate-game-assets/references/provenance.md:43Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/provenance.md:44Low confidence
- Network access in prose of documentationcreate-game-assets/references/provenance.md:44Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/raster-pipeline.md:65Low confidence
- Network access in prose of documentationcreate-game-assets/references/raster-pipeline.md:65Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/raster-pipeline.md:66Low confidence
- Network access in prose of documentationcreate-game-assets/references/raster-pipeline.md:66Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/raster-pipeline.md:67Low confidence
- Network access in prose of documentationcreate-game-assets/references/raster-pipeline.md:67Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/raster-pipeline.md:68Low confidence
- Network access in prose of documentationcreate-game-assets/references/raster-pipeline.md:68Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/raster-pipeline.md:69Low confidence
- Network access in prose of documentationcreate-game-assets/references/raster-pipeline.md:69Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/three-d-pipeline.md:49Low confidence
- Network access in prose of documentationcreate-game-assets/references/three-d-pipeline.md:49Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/three-d-pipeline.md:50Low confidence
- Network access in prose of documentationcreate-game-assets/references/three-d-pipeline.md:50Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/three-d-pipeline.md:51Low confidence
- Network access in prose of documentationcreate-game-assets/references/three-d-pipeline.md:51Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/three-d-pipeline.md:52Low confidence
- Network access in prose of documentationcreate-game-assets/references/three-d-pipeline.md:52Low confidence
- Network access in prose of documentationskills/disciplines/create-game-assets/references/three-d-pipeline.md:53Low confidence
- Network access in prose of documentationcreate-game-assets/references/three-d-pipeline.md:53Low confidence
- Executable script in code of a file that runsskills/disciplines/create-game-assets/scripts/asset_report.py:1High confidence
- Executable script in code of a file that runscreate-game-assets/scripts/asset_report.py:1High confidence
- Executable script in code of a file that runsskills/disciplines/create-game-assets/scripts/build_preview_sheet.py:1High confidence
- Executable script in code of a file that runscreate-game-assets/scripts/build_preview_sheet.py:1High confidence
- Network access in prose of documentationskills/disciplines/game-feel/references/feedback-recipes.md:92Low confidence
- Network access in prose of documentationgame-feel/references/feedback-recipes.md:92Low confidence
- Network access in prose of documentationskills/disciplines/game-feel/references/feedback-recipes.md:93Low confidence
- Network access in prose of documentationgame-feel/references/feedback-recipes.md:93Low confidence
- Network access in prose of documentationskills/disciplines/game-feel/references/feedback-recipes.md:94Low confidence
- Network access in prose of documentationgame-feel/references/feedback-recipes.md:94Low confidence
- Network access in prose of documentationskills/disciplines/game-feel/references/feedback-recipes.md:95Low confidence
- Network access in prose of documentationgame-feel/references/feedback-recipes.md:95Low confidence
- Network access in prose of documentationskills/disciplines/game-ui-ux/references/layout-and-flow.md:148Low confidence
- Network access in prose of documentationgame-ui-ux/references/layout-and-flow.md:148Low confidence
- Network access in prose of documentationskills/disciplines/game-ui-ux/references/layout-and-flow.md:149Low confidence
- Network access in prose of documentationgame-ui-ux/references/layout-and-flow.md:149Low confidence
- Network access in prose of documentationskills/disciplines/game-ui-ux/references/layout-and-flow.md:150Low confidence
- Network access in prose of documentationgame-ui-ux/references/layout-and-flow.md:150Low confidence
- Network access in prose of documentationskills/disciplines/game-ui-ux/references/layout-and-flow.md:151Low confidence
- Network access in prose of documentationgame-ui-ux/references/layout-and-flow.md:151Low confidence
and 450 more
Only the first 500 facts are listed.
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Native | Manifest .claude-plugin/marketplace.json | .claude/skills/<skill-name>/ |
| Codex | Compatible | Standard SKILL.md router/SKILL.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md router/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md router/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md router/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard SKILL.md router/SKILL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.
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