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.
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gamedev-skills/awesome-gamedev-agent-skills☆ 1.8KUpdated Oct 9, 2026
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.
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gamedev-skills/awesome-gamedev-agent-skills☆ 1.8KUpdated Oct 9, 2026
Creates an elegant, realistic Vinyl Record Player animation component for Remotion. Use when needing a music player UI, album showcase, or audio-visualizer interface in a video. (Keywords: 黑胶唱片, 音乐播放器, 唱片机, 专辑展示, 音频可视化)
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vibe-motion/skills☆ 1.4KUpdated Oct 6, 2026
Integrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server.
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dpearson2699/swift-ios-skills☆ 1.2KUpdated Aug 1, 2026
Create media playback experiences using AVKit. Use when adding video players with AVPlayerViewController, enabling Picture-in-Picture, routing media with AirPlay, using SwiftUI VideoPlayer views, configuring transport controls, displaying subtitles and closed captions, or integrating AVFoundation playback with system UI.
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dpearson2699/swift-ios-skills☆ 1.2KUpdated Aug 1, 2026
Expert blueprint for dedicated / headless multiplayer hosts: ENet/DTLS, authority validation, safe packet decode, matchmaker handoff, and health telemetry. Use when building authoritative servers, --headless hosts, or hardening host networking. Keywords: dedicated server, headless, ENet, DTLS, authority, safe_packet_decoder, multiplayer host, WebSocketMultiplayerPeer.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
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jame581/GodotPrompter☆ 854Updated Oct 15, 2026
Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
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jame581/GodotPrompter☆ 854Updated Oct 15, 2026
Expert blueprint for dedicated / headless multiplayer hosts: ENet/DTLS, authority validation, safe packet decode, matchmaker handoff, and health telemetry. Use when building authoritative servers, --headless hosts, or hardening host networking. Keywords: dedicated server, headless, ENet, DTLS, authority, safe_packet_decoder, multiplayer host, WebSocketMultiplayerPeer.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Help fantasy players make start/sit, waiver, streaming, trade, draft and keeper decisions using current player news, usage, matchups and their league's scoring. Use for choosing between players, finding pickups, evaluating a deal or filling a roster need, even without an explicit research request. Excludes generic sports scores, betting and changing league rosters.
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firecrawl/firecrawl-workflows☆ 197Updated Oct 19, 2026
Generate waveform visualizations from audio files. Use when a user asks to create waveform images, build audio player visualizations, generate waveform data for web players, create podcast episode previews, build audio thumbnails, render waveform PNGs for social media, extract peak data as JSON, or integrate waveform generation into audio processing pipelines. Covers audiowaveform CLI, JSON/binary data output, and web player integration.
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TerminalSkills/skills☆ 174Updated Oct 21, 2026
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
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omer-metin/skills-for-antigravity☆ 169Updated Jan 22, 2026
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
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omer-metin/skills-for-antigravity☆ 169Updated Jan 22, 2026
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.
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omer-metin/skills-for-antigravity☆ 169Updated Jan 22, 2026
Help fantasy players make start/sit, waiver, streaming, trade, draft and keeper decisions using current player news, usage, matchups and their league's scoring. Use for choosing between players, finding pickups, evaluating a deal or filling a roster need, even without an explicit research request. Excludes generic sports scores, betting and changing league rosters.
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firecrawl/skills☆ 132Updated Oct 20, 2026
Generate and maintain browser demos of Pulp audio plugins (both web ABIs — WAM and WCLAP) from one declarative config, so every demo mounts the SAME shared player and the two ABIs stay in lockstep. Invoke it whenever you publish/update a browser demo of a Pulp plugin, add a plugin to a demo gallery, stand up a new gallery, or touch demo pages/hosting. It runs a deterministic generator (config → stamped WAM+WCLAP site + owned-files manifest) and a blocking validator (config schema, cross-origin-isolation coverage, OG metadata, regeneration ownership). Customization is declarative config in <repo>/.pulp-web-demo/config.json (schema bundled) plus at most two typed module seams; the shared player (pinned @danielraffel/web-player) holds all UX behavior and is never vendored. Works in Claude and Codex.
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Generous-Corp/pulp☆ 22Updated Oct 21, 2026
Integrate Game Center features using GameKit. Use when authenticating players with GKLocalPlayer, submitting scores to leaderboards, unlocking achievements, implementing real-time or turn-based multiplayer matchmaking, showing the Game Center access point or dashboard, or adding challenges and friend invitations to iOS games.
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JordanCoin/ios-skills-collection☆ 6Updated Sep 10, 2026
Create media playback experiences using AVKit. Use when adding video players with AVPlayerViewController, enabling Picture-in-Picture, routing media with AirPlay, using SwiftUI VideoPlayer views, configuring transport controls, displaying subtitles and closed captions, or integrating AVFoundation playback with system UI.
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JordanCoin/ios-skills-collection☆ 6Updated Sep 10, 2026
Find and identify the CCSPlayerPawn_SnapViewAngles function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the non-virtual SnapViewAngles method, anchored on the "setang" console-command usage string and its non-teleport call branch. Emits a unique IDA-style byte signature and a func YAML. Trigger: CCSPlayerPawn_SnapViewAngles, SnapViewAngles
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 20, 2026
Find and identify the velocity clamping branch inside CCSPlayer_MovementServices_FullWalkMove in CS2 binary using IDA Pro MCP, then generate a patch signature to disable it. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate and patch the speed-clamp if-branch that caps player velocity to maxspeed inside FullWalkMove. Trigger: FullWalkMove speed clamp, velocity clamping patch, FullWalkMove SpeedClamp, disable maxspeed clamp
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 20, 2026
Agent fallback for CBasePlayerController_ProcessUsercmds (auto-generated, category: func). Locate ProcessUsercmds in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBasePlayerController_ProcessUsercmds, ProcessUsercmds
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 20, 2026
Set up a modded Minecraft server from a server pack, including Java and Forge or NeoForge configuration. Adjust memory and viewing distances for the expected players, schedule world backups, and verify startup and connectivity.
- Set up a server from a modpack server ZIP
- Configure difficulty, PvP, and player access
- Tune memory and viewing distances
NousResearch/hermes-agent☆ 255.6KUpdated Oct 20, 2026