Pattern Patrols system of recurring, certified sweeps. Use when you are a patrol run or an assignment names a P# id, you spot a registered-pattern violation off-mission (log a sighting), a mistake class keeps recurring, or you touch PATROL_REGISTRY or PATROL_SIGHTINGS. NOT for one-off bug fixes.
The English summary is being prepared. Showing the original description.
armanisadeghi/ai-matrx☆ 3Updated Oct 20, 2026
Bevy 0.20 chase, patrol, and wait policy: an enum brain, a goal, a desired velocity, and a retarget timer on FixedUpdate. Use when an actor must choose a goal before movement. Paths stay on bevy-navigation. Keywords: Brain, Goal, DesiredVelocity, PatrolRoute, FixedUpdate, chase, patrol.
The English summary is being prepared. Showing the original description.
thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
セキュリティ調査で検出された問題を1つ修正し、pull requestをready for reviewまで仕上げる。 codepatrol skillが起動したsubagentが実行する。ユーザーが直接呼び出す事は想定していない。
The English summary is being prepared. Showing the original description.
shokai/agent-skills☆ 30Updated Oct 21, 2026
セキュリティ調査に使う調査対象リストと観点リストを、リポジトリのコードを読んで生成・更新する。 codepatrol skillが起動したsubagentが実行する。ユーザーが直接呼び出す事は想定していない。
The English summary is being prepared. Showing the original description.
shokai/agent-skills☆ 30Updated Oct 21, 2026
本番に出る前の修正が積まれたrelease pull requestに、デプロイの前後に人間がやる事をまとめたコメントを投稿・更新する。 codepatrol skillが起動したsubagentが実行する。ユーザーが直接呼び出す事は想定していない。
The English summary is being prepared. Showing the original description.
shokai/agent-skills☆ 30Updated Oct 21, 2026
セキュリティ調査のレポートの問題を、どのtierの開発者なら修正できるかで分類し、トリアージページを作る。 codepatrol skillが起動したsubagentが実行する。ユーザーが直接呼び出す事は想定していない。
The English summary is being prepared. Showing the original description.
shokai/agent-skills☆ 30Updated Oct 21, 2026
セキュリティ調査で検出された問題を直すpull requestの状態を、トリアージページと調査レポートに反映する。 codepatrol skillが起動したsubagentが実行する。ユーザーが直接呼び出す事は想定していない。
The English summary is being prepared. Showing the original description.
shokai/agent-skills☆ 30Updated Oct 21, 2026
リポジトリの1つの領域をセキュリティ観点で調査し、Codexの批判的レビューを経てレポートを出力する。 codepatrol skillが起動したsubagentが実行する。ユーザーが直接呼び出す事は想定していない。
The English summary is being prepared. Showing the original description.
shokai/agent-skills☆ 30Updated Oct 21, 2026
Scheduled patrol that finds real persistence and error bugs and fixes them. Use when running the system-error repair patrol automation, or when stuck rows, SLA breaches, the system_errors queue, or app_log ERROR rows need a repair rather than a report.
The English summary is being prepared. Showing the original description.
armanisadeghi/ai-matrx☆ 3Updated Oct 20, 2026
Build or audit browser map editors for Three.js and isometric games. Reuse production world definitions, edit placements in isolated drafts, inspect enemy behavior overlays, and validate exports before reviewed integration into the game.
- Build a map editor from existing game definitions
- Adjust placements with dragging, snapping, and undo
- Inspect enemy detection ranges and patrol routes
MengTo/Skills☆ 6.9KUpdated Oct 18, 2026
AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.
The English summary is being prepared. Showing the original description.
thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.
The English summary is being prepared. Showing the original description.
thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Use when writing E2E/integration tests, testing native interactions like permissions or system dialogs, capturing UI regressions, or validating cross-platform behavior (Patrol 4.x).
The English summary is being prepared. Showing the original description.
evanca/flutter-ai-rules☆ 653Updated Oct 10, 2026
Test native, React Native, hybrid, and Flutter mobile apps with Appium 3.x, Detox, Maestro, and Patrol. Covers device farm setup (BrowserStack, Sauce Labs), gesture simulation, deep link and cold-start testing, push notifications, biometric (Face ID) auth, offline/poor-network simulation, and iOS/Android permission dialog handling. Use when: "mobile test," "Appium," "Detox," "Maestro," "Patrol," "Flutter test," "iOS test," "Android test," "device farm," "deep link," "biometric," "Face ID," "permission dialog," "React Native test." Not for: device/browser matrix strategy in the abstract — use cross-browser-testing; app startup/memory/battery profiling depth — use performance-testing; mobile screenshot diffing — use visual-testing. Related: ci-cd-integration, cross-browser-testing, performance-testing, test-data-management, test-reliability.
The English summary is being prepared. Showing the original description.
petrkindlmann/qa-skills☆ 196Updated Jun 11, 2026
Generic loading UI repair for Pattern Patrol P8. Use when you find 'Loading...' text, unlabeled spinners, meaningless pulses, Suspense fallbacks, or loading placeholders, or when running a P8 patrol.
The English summary is being prepared. Showing the original description.
armanisadeghi/ai-matrx☆ 3Updated Oct 20, 2026
Light/dark theme violation repair for Pattern Patrol P4. Use when you find raw bg-white/text-black classes or a state invisible in one theme, or when running a P4 patrol.
The English summary is being prepared. Showing the original description.
armanisadeghi/ai-matrx☆ 3Updated Oct 20, 2026
Emoji and Unicode-glyph removal for Lucide-only UI (Pattern Patrol P6). Use when running a P6 patrol, a UI edit meets an emoji or icon glyph in TSX, or asked to enforce Lucide-only icons.
The English summary is being prepared. Showing the original description.
armanisadeghi/ai-matrx☆ 3Updated Oct 20, 2026
Rules for every string rendered inside the app, plus the sweep that removes in-app prose. Use when writing or changing a label, hint, description, tooltip, empty state or KPI tile in a .tsx file, or when running Pattern Patrol P14 or asked to find or fix long UI text.
The English summary is being prepared. Showing the original description.
armanisadeghi/ai-matrx☆ 3Updated Oct 20, 2026
Classify outstanding pull request CI failures, automated checks run on code changes, using logs and changed files. Produce JSON decisions recommending a rerun, a comment, or no action, and identify specific nondeterministic tests when evidence supports it.
- Sorting outstanding CI failures on pull requests
- Identifying transient failures suitable for reruns
- Checking whether PR changes caused a failure
QwenLM/qwen-code☆ 28.6KUpdated Oct 20, 2026
Continuous monitoring using Deacon/Witness patterns for agent health checks, stuck detection, and automated recovery.
The English summary is being prepared. Showing the original description.
a5c-ai/babysitter☆ 1.9KUpdated Sep 17, 2026
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.
The English summary is being prepared. Showing the original description.
gamedev-skills/awesome-gamedev-agent-skills☆ 1.8KUpdated Oct 9, 2026
Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
The English summary is being prepared. Showing the original description.
scenario-labs/skills☆ 1.1KUpdated Oct 20, 2026
Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.
The English summary is being prepared. Showing the original description.
scenario-labs/skills☆ 1.1KUpdated Oct 20, 2026
Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.
The English summary is being prepared. Showing the original description.
scenario-labs/skills☆ 1.1KUpdated Oct 20, 2026