Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.
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☆ 6,7482026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☆ 6,7482026年10月6日 更新
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/Skills☆ 6,7482026年10月6日 更新
Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.
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☆ 6,7482026年10月6日 更新
Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.
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☆ 6,7482026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☆ 6,7482026年10月6日 更新
Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war 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☆ 6,7482026年10月6日 更新
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.
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☆ 4,4412026年10月13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☆ 4,4412026年10月13日 更新
List the fully-qualified C# type names of every concrete `UnityEngine.Component` subclass available in the project. Paginated (default 5/page, max 500). Use this to find a valid `componentName` for 'gameobject-component-add'.
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☆ 4,4412026年10月13日 更新
Make game-ready 2D characters, creatures, props, icons and FX as master stills, sprite sheets or animation clips. Plan size, motion and finish; generate the art (image generation is the default, through generate2dmedia route_media.py - the API when a key is configured, else the local Codex or Grok CLI); approve one master still per character; then key, slice, register, scale, palette, QA and export frames for a game engine (Aseprite JSON, Godot SpriteFrames or Sprite3D). HD finish by default, pixel finish on request. Character animation is one image-to-video clip per action from the master (video2dsprite); sheets are for FX, icons and props. Use for sprites, masters, sheets, frame-by-frame animation and packaging frames from any source. Not for maps, tiles or backgrounds (generate2dmap), video clips (video2dsprite), code-drawn art (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
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。
0x0funky/agent-sprite-forge☆ 4,4402026年10月6日 更新
Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos, icons, GUI art, title and menu art, and marketing stills. Also use for direct image editing when the user supplies an image path.
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。
majidmanzarpour/threejs-game-skills☆ 2,4992026年9月28日 更新
Verify and release Three.js browser games: playtest QA, automated bot playtests, mobile and responsive checks, production builds, static-hosting base paths, debug gating, bundle review, screenshots, visual regression baselines, canvas-pixel inspection with measured metrics, and release risk reports.
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。
majidmanzarpour/threejs-game-skills☆ 2,4992026年9月28日 更新
Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.
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。
majidmanzarpour/threejs-game-skills☆ 2,4992026年9月28日 更新
Debug and profile Three.js browser games: blank canvases, render and runtime bugs, asset and audio loading, animation, resize, mobile input, plus performance profiling of draw calls, triangles, textures, memory, shader and post-processing cost, and bundle size.
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。
majidmanzarpour/threejs-game-skills☆ 2,4992026年9月28日 更新
Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
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。
rmyndharis/antigravity-skills☆ 1,7552026年10月1日 更新
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
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。
rmyndharis/antigravity-skills☆ 1,7552026年10月1日 更新
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
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.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新