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cccskills

「runtime」の検索結果

1,325 件 ・ 関連度順

概要と使いどころ

Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.

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。

openai/plugins7,4312026年10月8日 更新

Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.

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。

openai/plugins7,4312026年10月8日 更新

Triage supplied or imported security findings against a repository using its security policy and static code evidence. Accepts scanner reports, advisories, GitHub findings, and Jira or Linear tickets. Do not use for discovery, duplicate triage, runtime validation, or fixes.

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。

openai/plugins7,4312026年10月8日 更新

Assess an immutable patch artifact's program impact, regression risk, and auto-merge eligibility. Use for generated patch files, provider pull-request diffs, or commit ranges when reviewers need evidence about affected runtime paths, contracts, tests, and recoverability. This skill is read-only and does not generate, edit, apply, push, or merge the patch.

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。

openai/plugins7,4312026年10月8日 更新

Optimize CircleCI configuration for speed, reliability, and maintainability. Use when users ask to improve `.circleci/config.yml`, reduce CI runtime, tune caching/workspaces/parallelism, remove pipeline waste, or fix flaky pipeline behavior caused by configuration choices.

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。

openai/plugins7,4312026年10月8日 更新

Inspect macOS signing, entitlements, and Gatekeeper issues. Use when diagnosing code signing, sandbox, hardened runtime, or trust failures.

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。

openai/plugins7,4312026年10月8日 更新

Build, run, and debug iOS apps on Simulator with XcodeBuildMCP. Use when launching an app, inspecting simulator UI or logs, or diagnosing runtime 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。

openai/plugins7,4312026年10月8日 更新

Build, run, and debug macOS apps with shell-first Xcode and Swift workflows. Use when launching apps or diagnosing build, startup, or runtime failures.

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。

openai/plugins7,4312026年10月8日 更新

telemetry

無料

Add and verify lightweight macOS runtime telemetry. Use when wiring Logger events or inspecting logs for windows, sidebars, menus, and actions.

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。

openai/plugins7,4312026年10月8日 更新

Audit SwiftUI runtime performance from code first. Use when diagnosing slow rendering, janky scrolling, expensive updates, or profiling needs.

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。

openai/plugins7,4312026年10月8日 更新

Capture and interpret iOS Simulator ETTrace profiles. Use when profiling launch or runtime latency, comparing traces, or finding CPU-heavy stacks.

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。

openai/plugins7,4312026年10月8日 更新

Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.

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。

rehan-remade/universal-modder7,4162026年10月13日 更新

Use when authoring rig specs, agent specs, workflow specs, startup/context fragments, operating-mode declarations, or designing the user spec library. Covers the 4 failure modes (spec instantiates topology but not workflow/mode; spec depends on local paths and fails on another host; agents modify specs as one-off files instead of preserving reusable intent; validation proves YAML shape but not whether topology can run) and the validation-vs-runtime-realization distinction.

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。

mvschwarz/openrig7,4062026年10月14日 更新

Use when authoring a rig spec member or `rig expand` payload that needs to start a new managed seat from a prior runtime conversation source — `session_source: { mode: fork, ref: { kind, value } }`. v1 supports `mode: fork` with `ref.kind: native_id` for Claude and Codex. The new seat persists a NEW post-fork token; the parent token is NEVER written onto the new seat. NOT for restoring an existing seat or for artifact-backed mental-model rebuild.

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。

mvschwarz/openrig7,4062026年10月14日 更新

Use when reasoning about the rig lifecycle operations family (create / start / stop / resume / restore / snapshot / release / unclaim / destroy), reading or trusting `rig ps` / lifecycle projections after recovery, or designing proof for a lifecycle scenario. Covers the 4 failure modes (auto-restore creates partial rig; projections report healthier than reality; provider auth treated as impl work; resume succeeds for one runtime fails another) plus the restore-honesty rule (failed resume is FAILED loudly — no auto fresh fallback).

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。

mvschwarz/openrig7,4062026年10月14日 更新

Use when the system around you does not make sense yet: you just booted into a seat and do not know how the pieces fit; someone said rig, pod, seat, fleet, topology, or slice and you are not certain what they mean here; you are unsure what kind of rig you are in or what it is for; you do not know how skills reach you or where context comes from; or you are about to act on a guess about how OpenRig works. Gives the runtime mental model fast, so you stop guessing.

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。

mvschwarz/openrig7,4062026年10月14日 更新

Maps architectural components in a codebase and measures their size to identify what should be extracted first. Use when asking "how big is each module?", "what components do I have?", "which service is too large?", "analyze codebase structure", "size my monolith", or planning where to start decomposing. Do NOT use for runtime performance sizing or infrastructure capacity planning.

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。

tech-leads-club/agent-skills7,0572026年10月9日 更新

Detect hardcoded secrets in code or configuration accessible to the target agent. Focuses on secrets embedded in source, configs, or IaC, not runtime leaks.

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。

Tencent/AI-Infra-Guard6,8562026年10月13日 更新

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.

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/Skills6,7482026年10月6日 更新

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

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/Skills6,7482026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/Skills6,7482026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/Skills6,7482026年10月6日 更新

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

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/Skills6,7482026年10月6日 更新

Turn a visual or interaction technique you already built into a reusable web-design skill, by isolating the one mechanism that makes it work while reproducing its approved reference exactly around that focus, and packaging it with a demo that proves both the mechanism and the visual fidelity. Covers finding the mechanism, naming the technique plainly, disclosing the verified runtime and renderer, auditing reference layers, carrying real numbers instead of adjectives, preserving owned staging, keeping expensive gotchas, declaring the boundary against neighbouring skills, and browser-verifying before claiming it works. Use when a page, canvas scene, shader, scroll effect, layout system, or hover interaction turned out well and should become a skill rather than staying in one project.

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/Skills6,7482026年10月6日 更新