Check the health of published EAS Update: crash rates, install/launch counts, unique users, payload size, and the split between embedded and OTA users per channel. Use when the user asks how an update is performing, whether a rollout is healthy, how many users are on the embedded build vs OTA, or wants to gate CI on update health.
日本語の概要は準備中です。原文の説明を表示しています。
expo/skills☆ 2,8282026年10月7日 更新
Find 10x product opportunities and high-leverage improvements. Use when user wants strategic product thinking, mentions '10x', wants to find high-impact features, or says 'what would make this 10x better', 'product strategy', or 'what should we build next'.
日本語の概要は準備中です。原文の説明を表示しています。
softaworks/agent-toolkit☆ 2,5482026年3月6日 更新
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.
日本語の概要は準備中です。原文の説明を表示しています。
majidmanzarpour/threejs-game-skills☆ 2,4912026年9月28日 更新
Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.
日本語の概要は準備中です。原文の説明を表示しています。
majidmanzarpour/threejs-game-skills☆ 2,4912026年9月28日 更新
Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release.
日本語の概要は準備中です。原文の説明を表示しています。
majidmanzarpour/threejs-game-skills☆ 2,4912026年9月28日 更新
CRLF injection playbook. Use when user input reaches HTTP response headers, Location redirects, Set-Cookie values, or log files where carriage-return/line-feed characters can split or inject content.
日本語の概要は準備中です。原文の説明を表示しています。
yaklang/hack-skills☆ 2,4402026年9月13日 更新
Create a current, source-linked weather briefing for a named city using the Open-Meteo geocoding and forecast APIs. Activate for requests such as "what is the weather in Sao Paulo?", "prepare a current weather briefing for Tokyo", or "get today's live conditions for New York". Do not use for travel booking, weather alerts, historical climatology, or safety-critical decisions.
日本語の概要は準備中です。原文の説明を表示しています。
FrancyJGLisboa/agent-skills-platform☆ 2,4032026年9月16日 更新
Test at extremes (1000x bigger/smaller, instant/year-long) to expose fundamental truths hidden at normal scales
日本語の概要は準備中です。原文の説明を表示しています。
mrgoonie/claudekit-skills☆ 2,2282026年4月3日 更新
Build, run, debug and ship 3D city games in Godot 4 — procedurally generated cities (block grids, districts, weighted building typologies, MultiMesh batching, facade shaders, terrain, day/night, landmarks), first-person controllers, headless verification, Blender-generated .glb assets, rigged character and animation packs, real OpenStreetMap-derived cities, WebAssembly export, and cloud GPU streaming on GCP. Use this skill whenever the work involves Godot or a .gd/.tscn/.gdshader/project.godot file; whenever someone wants to start, set up, clone onto a new machine, or stand up a 3D game or city generator; whenever they mention procedural city, city generator, block grid, building typology, MultiMesh, facade shader, terrain heightmap, navmesh, Godot export templates, export presets, headless Godot, .glb pipeline, Blender asset generation, character rigs or borrowed animations; and whenever they want to deploy or share a game — web export, SharedArrayBuffer/COOP/COEP, Selkies, pixel streaming, GPU VM, or "let people play this without installing anything." Reach for it even on vague asks like "get this running", "why is my city slow", "my model faces backwards", "make it work on a cloud machine", or "set this up somewhere else too" when a Godot 3D project is in play.
日本語の概要は準備中です。原文の説明を表示しています。
Leanmcp/gateway-skills☆ 2,1112026年10月8日 更新
Runs the physical and hybrid workplace — space planning, leases, health and safety, office services, and the operational side of where people work. Use this to plan space, evaluate a lease or office move, set up a hybrid workplace, handle facilities incidents, or decide what office services are worth funding.
日本語の概要は準備中です。原文の説明を表示しています。
cbrock84/headcount☆ 2,0422026年9月18日 更新
One traveller moves through a place scene by scene, each scene carrying its own timecode, its own location and one short line. The polish is bought with film grain and golden-hour light. Use when the user wants a Seedance 2.5 / 2.0 video prompt for this kind of clip (Cinematic travel vlog montage; 中文触发词: 电影感旅行漫游, 旅拍, 城市漫游, 旅行), or asks how published cases of this type were prompted. Read references/cases.md before drafting.
日本語の概要は準備中です。原文の説明を表示しています。
LearnPrompt/awesome-seedance☆ 2,0122026年10月13日 更新
FlyAI travel search and booking skill powered by Fliggy MCP. Search flights, hotels, attractions, trains, concerts, and travel deals with natural language. Supports diverse travel scenarios including individual, group, business, family trips. No API key required for basic features.
日本語の概要は準備中です。原文の説明を表示しています。
openakita/openakita☆ 1,9992026年9月24日 更新
Estimate driving/taxi duration, distance, and rough cost between two cities using the bundled distance matrix CSV. Use this skill when comparing ground travel options or validating itinerary legs.
日本語の概要は準備中です。原文の説明を表示しています。
benchflow-ai/skillsbench☆ 1,8422026年10月13日 更新
Civilization 6 district mechanics library. Use when working with district placement validation, adjacency bonus calculations, or understanding Civ6 game rules.
日本語の概要は準備中です。原文の説明を表示しています。
benchflow-ai/skillsbench☆ 1,8422026年10月13日 更新
Für Fitnessstudio AGB: ordnet Norm, Beweislast und Gegenargument; Ergebnis: Schnittstellenkarte mit Zuständigkeits- und Nachweisfragen.
日本語の概要は準備中です。原文の説明を表示しています。
Klotzkette/claude-fuer-deutsches-recht☆ 1,7002026年10月11日 更新
Für Fitnessstudio AGB: ordnet Norm, Beweislast und Gegenargument; Ergebnis: Prüfprodukt mit Risiko und nächstem Schritt.
日本語の概要は準備中です。原文の説明を表示しています。
Klotzkette/claude-fuer-deutsches-recht☆ 1,7002026年10月11日 更新
Für AGB und Cookie Einwilligung DSGVO: ordnet Norm, Beweislast und Gegenargument; Ergebnis: Prüfprodukt mit Risiko und nächstem Schritt.
日本語の概要は準備中です。原文の説明を表示しています。
Klotzkette/claude-fuer-deutsches-recht☆ 1,7002026年10月11日 更新
Build a game or app from a description so that a live screenshot matches a generated rendering. Use when the user says "dream loop" or asks for something built to a very high level of graphical fidelity.
日本語の概要は準備中です。原文の説明を表示しています。
achimala/dream-loop☆ 1,6842026年9月10日 更新
Show current context status and session health. Use to check how much context has been used, whether auto-compact is approaching, and what state will be preserved.
日本語の概要は準備中です。原文の説明を表示しています。
pedrohcgs/claude-code-my-workflow☆ 1,6592026年9月28日 更新
Combined codebase health dashboard that scores a project across all four quality dimensions — PR quality, architecture, tech debt, and test quality — in a single pass, drawing on twelve classic engineering books. Triggers when: user wants an overall quality assessment, asks "how healthy is this codebase?", "run all the checks", "I need a health score before the release", or wants to onboard a new team with a quality overview. Do NOT trigger for: server health checks, HTTP health endpoints, Kubernetes liveness/readiness probes, database health, or application uptime. Also do not trigger when the user specifically requests only one dimension — use the corresponding focused skill instead (brooks-review / brooks-audit / brooks-debt / brooks-test).
日本語の概要は準備中です。原文の説明を表示しています。
hyhmrright/brooks-lint☆ 1,5162026年10月12日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
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".
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新