Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
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freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Comprehensive skill for GSAP (GreenSock Animation Platform) and ScrollTrigger plugin. Use this skill when creating web animations, scroll-driven experiences, timelines, tweens, scroll-triggered animations, pinning, scrubbing, parallax effects, or animating DOM elements, SVG, Canvas, WebGL, or Three.js. Triggers on tasks involving GSAP, ScrollTrigger, smooth animations, scroll effects, or animation sequencing.
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freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Page transitions library for creating fluid, smooth transitions between website pages. Use this skill when implementing page transitions, creating SPA-like experiences, adding animated route changes, or building websites with smooth navigation. Triggers on tasks involving Barba.js, page transitions, routing, view management, transition hooks, GSAP integration, or smooth page navigation. Works with gsap-scrolltrigger for transition animations.
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freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture. Use this skill when creating WebXR applications, VR experiences, AR experiences, 360-degree media viewers, or immersive web content with minimal JavaScript. Triggers on tasks involving A-Frame, WebXR, VR development, AR development, entity-component-system, declarative 3D, or HTML-based 3D scenes. Built on Three.js with accessible HTML-first approach.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Blender to web export workflows for 3D models and animations. Use this skill when exporting Blender models to glTF for web, optimizing 3D assets for Three.js or Babylon.js, batch processing models with Python scripts, automating Blender workflows, or creating web-ready 3D pipelines. Triggers on tasks involving Blender glTF export, bpy scripting, 3D asset optimization, model compression, texture baking, or Blender automation. Exports models for threejs-webgl, react-three-fiber, and babylonjs-engine skills.
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freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Comprehensive skill for Locomotive Scroll smooth scrolling library with parallax effects, viewport detection, and scroll-driven animations. Use this skill when implementing smooth scrolling experiences, creating parallax effects, building scroll-triggered animations, or developing immersive scrolling websites. Triggers on tasks involving Locomotive Scroll, smooth scrolling, parallax, scroll detection, scroll events, sticky elements, horizontal scrolling, or GSAP ScrollTrigger integration. Integrates with GSAP for advanced scroll-driven animations.
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freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
freshtechbro/claudedesignskills☆ 1.1천2025년 11월 20일 업데이트
Report concurrency and parallelism for a session — how many agents ran in parallel, concurrency-lane utilization, peak parallel width, and serialization bottlenecks (sequential chains that could have run as parallel lanes) — using the Agent Monitor workflow intelligence API. Use when checking whether a multi-agent session used parallelism efficiently.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Analyze workflow patterns using the Agent Monitor's workflow intelligence API — orchestration DAGs, tool flow transitions, subagent effectiveness, model delegation patterns, error propagation by depth, concurrency lanes, compaction impact, and agent co-occurrence. Produces prioritized optimization recommendations with quantified impact.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Summarize a sprint's worth of Claude Code activity — sessions grouped by project (cwd), per-model cost breakdown, token efficiency (cache hit rate, compaction baselines), subagent effectiveness from workflow API, velocity metrics (turn_count, turn_duration_ms), and tool diversity across the sprint.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Summarize Workflow-tool fleet runs from the Agent Monitor — these fleets emit no hooks and are ingested from on-disk run journals. List recent runs with status and agents-per-run, then drill into a single run's per-agent detail. Reconciles against the live run-state endpoints. Use when reviewing Workflow() fleets rather than hook-instrumented interactive sessions.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Create a workflow-intelligence report from CCAM orchestration, delegation, tool flow, concurrency, complexity, compaction, and fleet-run data. Use for architecture reviews, agent-fleet analysis, or workflow optimization reports.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Trace error propagation through a multi-agent session by agent depth — where failures originated, the depth at which they appeared, and how they cascaded up to parent agents — using the Agent Monitor workflow intelligence API and the session event stream. Use when a multi-agent run failed and you need to find the origin and blast radius of the failure.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Detect recurring patterns using the Agent Monitor's workflow intelligence — toolFlow transitions (tool A → B frequency matrices), recurring workflow patterns, agent co-occurrence pairs, model delegation habits, error propagation paths by agent depth, and compaction triggers. Use to discover habitual usage patterns and anti-patterns.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Calculate a productivity score using actual Agent Monitor metrics — session completion rates, cache efficiency (cache_read vs input), compaction pressure (baseline tokens), turn velocity (turn_count / total_turn_duration_ms), tool success ratio (PreToolUse vs PostToolUse), and the workflow intelligence API's complexity and effectiveness scores.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
hoangsonww/Claude-Code-Agent-Monitor☆ 1.1천2026년 10월 22일 업데이트
Git operations: commits, branches, PRs, and conflict resolution
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
vstorm-co/pydantic-deepagents☆ 1.1천2026년 10월 21일 업데이트
Define, validate, run, resume, and audit repo-local multi-step automations with current `asc workflow` and `.asc/workflow.json`, including step outputs and safe release/TestFlight workflows.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
rorkai/app-store-connect-cli-skills☆ 1.1천2026년 10월 20일 업데이트
Use when writing, reviewing or debugging Luau in a Roblox experience: task.spawn vs task.defer vs task.wait, replacing wait() or spawn(), Deferred events and SignalBehavior, handlers running in the wrong order or not at all, 'attempt to yield across metamethod/C-call boundary', --!strict and the new type solver, typed classes and metatables, Destroy and cleanup, 'server memory keeps growing' or memory leaks, Parallel Luau with Actors and SharedTable, 'not safe to write in parallel', --!native or 'make this script faster', buffers, coroutines.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 23일 업데이트
Use when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import scripts, editor plugins, EditorScript and @tool, EditorImportPlugin, GUT or gdUnit4 tests in CI, a GitHub Actions export workflow, GDExtension basics, or a Godot MCP server; also when --import is slow, textures stay uncompressed, tests pass locally but CI fails, or an export ships test folders.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 23일 업데이트
Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 23일 업데이트
Use when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server, the Remote Control API, console commands and cvars; when a script breaks on 5.8 (EditorLevelLibrary, Remote Control calls refused, Substrate materials black, MRQ presets); when a level, material, shot or build must be judged by numbers and a screenshot before it is called done; or when a brief must go to the right scenario-unreal-* specialist.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 23일 업데이트
Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 23일 업데이트
Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 23일 업데이트