Work in Pulp's bounded JSFX lane using source-only examples, subset validation, and explicit exclusions like no `@gfx`.
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。
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概要と使いどころ
Work in Pulp's bounded JSFX lane using source-only examples, subset validation, and explicit exclusions like no `@gfx`.
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。
Research, author, validate, render, and archive data-only Pulp Sample Heritage profiles. Use when creating or revising a sampler character profile, importing or exporting Heritage JSON, proving profile behavior with analytic and listening fixtures, recording evidence and trademark-safe provenance, or preparing a caller-owned profile artifact bundle.
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。
Guide users to configure local Chanjing credentials safely via local commands only, and validate local token status when needed.
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。
Strict test-driven development for behavior changes. Requires verified RED before production code, minimal GREEN, and refactor only after passing 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。
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。
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
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。
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
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。
Opt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecture_pattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or testable game code. Triggers on "set up DI", "add dependency injection", "create a service", "wire up dependencies", "make this testable", "decouple these systems", "add a command pattern", "cross-feature communication", or architecture discussions involving testability, decoupling, and service layers. Only activates when ProjectConfig.yaml -> architecture_pattern is "di-first". For simpler projects, use uw-scriptable-object-arch instead.
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。
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document 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。
Unity UI/UX pattern design-to-code translation. Screen flow architecture, View/ViewModel separation, HUD architecture, feedback & juice systems, dynamic list/grid views, transition & animation contracts. UI Toolkit only. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. 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。
Unity 6 editor scripting and custom tools guide. Use when creating custom inspectors, EditorWindows, PropertyDrawers, Gizmos, Handles, menu items, or editor extensions. Covers SerializedObject/SerializedProperty pattern, AssetDatabase, and editor-only code with #if UNITY_EDITOR. Based on Unity 6.3 LTS documentation.
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。
Use when synchronizing frontend project documentation with source-of-truth files such as package.json, lockfiles, config, env examples, routes, API clients or server routes, schemas, components, tests, CI, build/deploy config, ADRs, changelogs, or migration notes. Do not use for general prose polishing only; Chinese triggers include document synchronization, update README, docs sync, environment variable documentation, command list, API Document synchronization.
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。
Use when designing, implementing, or reviewing frontend-to-backend API integration, typed API clients, REST/tRPC/OpenAPI client choices, auth refresh, API error mapping, upload flows, SSE/WebSocket/polling choices, CORS-facing frontend behavior, or cross-boundary loading/error states. Do not use for backend-only service architecture or TanStack Query cache policy alone; Chinese triggers include API integration, front-end and back-end joint debugging, typed API client, Interface error handling, SSE, WebSocket.
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。
Use when designing, implementing, or reviewing frontend interaction motion, page transitions, scroll animation, Framer Motion, GSAP, Lottie, CSS animation, motion intensity, animation performance, reduced-motion behavior, or cinematic but accessible UI motion. Do not use for SVG-only path drawing, Canvas/WebGL rendering, or ordinary hover states; Chinese triggers include motion design, interactive effects, page transitions, scroll animation, Framer Motion, GSAP.
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。
Always-on Nuxt disambiguation layer for this project. Use it to choose the right Nuxt pack first, then switch to Vue or module guidance only when Nuxt no longer owns the abstraction.
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。
Use when a task needs the judgment of an Electromechanical Equipment Assembler — verifying shaft/coupling alignment directly rather than trusting an initial functional test that only confirms the device runs, applying fastener torque to spec with a calibrated tool rather than by feel, routing wire to account for the equipment's full range of motion rather than its static assembled position, or distinguishing electrical from mechanical root cause when a device malfunctions.
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。
Use when a task needs the judgment of an Engine and Other Machine Assembler — following the specified multi-stage torque sequence for a multi-bolt joint rather than tightening bolts to final value in convenient order, measuring bearing clearance directly rather than confirming free rotation by hand, verifying critical clearances on the actual assembled stack-up rather than trusting individually-in-tolerance components, or testing sub-assemblies before final integration rather than only at final 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。
Use when a task needs the judgment of a CEO/chief executive — setting company strategy, allocating scarce resources (capital, headcount, attention) across competing priorities, making a call that only the top of the org can make, or communicating direction to the board, investors, or the whole company.
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。
Use when a task needs the judgment of a Biofuels Processing Technician — adjusting catalyst dosing for transesterification based on actual measured feedstock free fatty acid content rather than a standard fixed dose, verifying conversion completeness via actual glyceride content testing rather than visual inspection, actively monitoring fermentation temperature and pH throughout the process rather than checking only at the end, and managing byproduct quality as a distinct economic consideration alongside primary fuel yield.
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。
Use when a task needs the judgment of a Character/Motion Animator — triaging which shots in a batch get full 12-principles polish versus blocking-only under a tight schedule, choosing pose-to-pose vs. straight-ahead for a shot, writing a rig-limitation workaround memo, or reading a director's revision note as a pose fix vs. a timing fix.
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。
Use when starting any conversation - establishes how arkhe skills bootstrap on Claude Code, Antigravity CLI (agy) / Gemini CLI, and Codex CLI, and maps Claude-only tools (AskUserQuestion, TaskCreate, EnterPlanMode, the Skill tool, the Agent tool) to their cross-platform equivalents
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。
Reviews open Dependabot PRs, classifies by risk (patch/minor/major, security, lockfile-only), and merges safe ones or advises on what to do. Use when user mentions "dependabot", "dependabot PRs", "dependency updates", "merge dependabot", "review dependabot", "dependency PRs", "bump PRs", "update dependencies", or runs /dependabot-review command.
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。
Use Terraform/IaC for Volcengine resources only when the user explicitly chooses Terraform/IaC, already has a Terraform workflow/state, or confirms they need plan/diff/drift/destroy safety for VKE, managed databases/cache/storage, load balancers, domains/certificates, logging/monitoring, or team-managed infrastructure.
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。
Use when the user wants to deploy a local directory or GitHub repository to Volcengine and needs the project analyzed, the app shape understood, and a ranked recommendation across ECS, VKE, and veFaaS before choosing an execution path. Also trigger when the user asks "what deploy mode should I use", "is this repo ready for Volcengine", or "check my repo before deploying". This skill prepares the decision; `volcengine-deploy` skill performs the chosen deployment, and `volcengine-iac` skill is used only when the user chooses Terraform/IaC or the task already has an IaC workflow.
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。