Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.
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。
MengTo/Skills☆ 6,7432026年10月6日 更新
Template for commands that implement a structured recipe: validate preconditions, then execute numbered steps. Fork this and replace the placeholder content. The 'Context Validation Checkpoints' section is the key pattern, forcing Claude to verify preconditions before starting.
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。
FlorianBruniaux/claude-code-ultimate-guide☆ 6,1512026年10月11日 更新
Recipes for the lsp tool — resolving where a symbol is defined, every place it is used, type signatures and docs, file outlines, and compiler/type errors through a real language server (Go, TypeScript/JavaScript, Python, Rust). Use when navigating or explaining code by symbol, finding callers or usages, checking what broke after an edit, or deciding between lsp and text search.
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。
weave-os/router☆ 5,5892026年10月13日 更新
User-level AI agents that travel with you across projects
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。
github/gh-aw☆ 5,3872026年10月13日 更新
Drive tuios from inside one of its panes. Find out where you are running, read and write other panes, run work and wait on it instead of polling, report your own state so the person sees it, and talk to the other agents and the person safely. `tuios --skill <topic>` prints the rest: fleets of agents, turn checkpoints, shipping a worktree, the Inbox and approvals, push notifications, pairing a phone, mail, other machines, clients, events, MCP, the tmux shim, herdr's command line, pane grants, configuration, agent features off, errors and recipes.
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。
Gaurav-Gosain/tuios☆ 5,2522026年10月13日 更新
Retrieve and summarize current weather and forecasts for locations, rain, temperature, and travel planning using an available web tool or wttr.in over HTTPS.
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。
iflytek/skillhub☆ 5,1952026年10月13日 更新
Use when the user wants to check TestDino connection status, validate their PAT, discover available organizations and projects, or find the right projectId. Always call this first when the project context is ambiguous before any other TestDino tool.
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。
anthropics/claude-plugins-community☆ 4,6332026年10月13日 更新
Show current session status and context health for the sewage project. Use to check context usage, active work state, and what will survive compaction.
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。
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4,6062026年10月12日 更新
System diagnostics and health checks for Diverga plugin. OpenClaw-style Check-Report-Fix pattern with 5-layer diagnostics. Triggers: /diverga:doctor, diverga doctor, system check, diagnose, 진단
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。
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4,6062026年10月12日 更新
This skill covers game-theoretic methods in structural econometrics and industrial organization. Use when the user is working with strategic interactions, equilibrium analysis, or game-theoretic structural models — including entry games, conduct testing, auction models with strategic bidding, bargaining, or matching markets. Triggers on "Nash equilibrium", "subgame perfect", "best response", "strategic interaction", "entry game", "conduct testing", "auction", "mechanism design", "matching market", "bargaining", "BNE", "Bayesian Nash", "static game", "dynamic game", "repeated game", "multiple equilibria", "equilibrium selection", "discrete game", "oligopoly", "game-theoretic", "player", "payoff", "strategy", "dominant strategy", "Bresnahan-Reiss", "Ciliberto-Tamer", "partial identification", "set identification", or markup 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。
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4,6062026年10月12日 更新
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新
Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新
Duplicate a batch of GameObjects in the currently opened Prefab or active Scene. Marks each affected scene as dirty after duplication. Use 'gameobject-find' to locate the source GameObjects first.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新
Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.
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。
IvanMurzak/Unity-MCP☆ 4,4282026年10月12日 更新