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cccskills

「player」の検索結果

357 件 ・ 関連度順

概要と使いどころ

Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

ux-design

無料

Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Audit the game for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure, and input validation gaps. Produces a prioritised security report with remediation guidance. Run before any public release or multiplayer launch.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

changelog

無料

Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity New Input System correctness patterns. Catches common mistakes with action reading (triggered vs IsPressed vs WasPressedThisFrame), action map switching, rebinding persistence, InputValue lifetime, PassThrough vs Value, local multiplayer device assignment, and control scheme auto-switching. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity save/load system architecture. Serialization format selection, save data DTOs, versioning and migration, cloud sync, PlayerPrefs scoping, auto-save strategies, mobile persistence. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Audit game analytics and telemetry implementation -- event tracking completeness, FTUE and monetization funnel coverage, retention metric infrastructure, A/B testing framework, heatmap data collection, churn prediction signals, and LTV modeling support..

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。

tinh2/skills-hub-registry202026年9月5日 更新

Analyze in-game economy systems including soft and hard currency source-sink balance, inflation projection modeling, loot table drop rate fairness and pity system evaluation, gacha probability disclosure, player marketplace health and price manipulation risks.

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。

tinh2/skills-hub-registry202026年9月5日 更新

Analyze game design documents and implementations for core gameplay loop clarity and depth, XP leveling curves and unlock pacing, difficulty curve spikes and plateaus, skill tree viability, player motivation via Self-Determination Theory.

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。

tinh2/skills-hub-registry202026年9月5日 更新

Manage Buzzsprout podcast hosting: episodes and players via its JSON API. Trigger phrases: buzzsprout, podcast episodes, publish episode, podcast hosting.

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。

gabrielmoreira/agent-skills-mirror192026年10月12日 更新

Plan, implement, audit, and review C#/.NET SwiftlyS2 plugins. Use when working with Commands, Core Events, Game Events, GameHooks Pre/Post, raw native hooks, Modules, Workers, Services, high-frequency runtime loops, NetMessages, Schema access, entity handling, thread safety, performance, or IPlayer lifecycle behavior.

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。

gabrielmoreira/agent-skills-mirror192026年10月12日 更新

Integrates the Google Interactive Media Ads (IMA) Dynamic Ad Insertion (DAI) SDK into websites, web apps, mobile apps, or TV apps. Use when: - A video player needs to load and play HLS or DASH streams in web apps, Android apps, iOS apps, tvOS apps, Cast (CAF) receivers, or Roku channels. - The app needs to make use of a Google DAI livestream event asset key, or content source CMS ID, video ID for video on demand. Don't use this skill to load and play a VAST or VMAP URL.

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。

vaila-multimodaltoolbox/vaila192026年10月8日 更新

Game design principles. GDD structure, balancing, player psychology, progression.

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。

umairinayat/Specter-AI182026年9月29日 更新

Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.

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。

NintendaDev/unikit-ai182026年10月10日 更新

Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", or "design the systems". Produces a design doc plus per-system specs that game-balancer numbers, iap-manager stocks, and godot-engineer builds. Stops at design — no number tuning, pricing, or engine code. For balance numbers see game-balancer; for the engine implementation see godot-engineer.

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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Operate Aavegotchi Gotchiverse player workflows on Base mainnet (8453): alchemica channeling, surveying and harvesting, crafting installations/tiles, building on parcels (equip/unequip/move/batch equip), installation upgrades, craft/upgrade queue management, and parcel access-right management. Use when interacting with Realm/Installation/Tile diamonds via subgraph-first discovery and onchain verification/execution with Foundry cast.

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。

modbender/skill-library-mcp162026年9月28日 更新

Play Pokemon via headless emulator + RAM reads.

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。

kevinnft/ai-agent-skills132026年8月1日 更新

Models what a competitor will do next and what happens if you respond - best response, equilibrium, and the difference between a rival who optimises perfectly and one who does not. Use before a price change or price war, when a competitor launches something, when deciding whether to match a rival's move, when analysing a market with few players, or when someone asks "what will they do if we do this".

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。

romainsimon/skills-for-decision-making132026年7月27日 更新

Load this skill whenever the project contains audio or video content, media players, podcasts, video embeds, or any <audio>/<video> elements. Under no circumstances publish audio or video without captions, transcripts, and audio descriptions where required. Absolutely always apply WCAG 1.2 criteria for time-based media.

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。

LazyCats-dev/ao3-podfic-posting-helper112026年10月5日 更新

All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.

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。

EthanYoQ/Skill-hub112026年10月5日 更新

Design and build reactive, type-safe, production-grade backends on Convex. Covers schema, queries/mutations/actions, indexes, auth, file storage, scheduling, real-time multiplayer, mobile backends, and LLM/agent workflows on Convex's one-platform stack.

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。

waynesutton/agent-ready-component92026年8月28日 更新

Design and build reactive, type-safe, production-grade backends on Convex. Covers schema, queries/mutations/actions, indexes, auth, file storage, scheduling, real-time multiplayer, mobile backends, and LLM/agent workflows on Convex's one-platform stack.

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。

get-convex/components-submissions-directory92026年10月13日 更新

Load when creating, editing, or debugging Lottie/Bodymovin JSON for the local Skia Skottie player: logo/type/SVG animation, loaders, icons, UI microinteractions, lower thirds, charts, diagrams, scene motion, effects, slots, or controls; not for static raster/SVG, CSS-only motion, or video editing.

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。

islamu-ngo/Event82026年10月12日 更新