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概要と使いどころ

Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

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/Skills6,7402026年10月6日 更新

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/Skills6,7402026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/Skills6,7402026年10月6日 更新

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

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/Skills6,7402026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/Skills6,7402026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/Skills6,7402026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/Skills6,7402026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-guide6,1512026年10月11日 更新

lsp-guide

無料

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/router5,5892026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-aw5,3892026年10月13日 更新

tuios

無料

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/tuios5,2522026年10月13日 更新

weather

無料

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/skillhub5,1952026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-community4,6332026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-Skills4,6062026年10月12日 更新

doctor

無料

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-Skills4,6062026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-Skills4,6062026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-MCP4,4262026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-MCP4,4262026年10月12日 更新

Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject 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-MCP4,4262026年10月12日 更新

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components 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-MCP4,4262026年10月12日 更新

Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and 'gameobject-component-list-all' to discover valid component type names.

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-MCP4,4262026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-MCP4,4262026年10月12日 更新

Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.

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-MCP4,4262026年10月12日 更新

Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components 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-MCP4,4262026年10月12日 更新