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cccskills

「hud」の検索結果

88 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

Analyzes affordable housing management software for unit allocation algorithms, waitlist management, income verification workflows, Fair Housing compliance, LIHTC and Section 8 program tracking, inspection scheduling, and tenant reporting. USE THIS SKILL WHEN: - You are reviewing housing management software or tenant management systems - Someone asks about Section 8, LIHTC, or public housing program compliance - You need to audit unit allocation algorithms for fairness or bias - A project involves waitlist management, income verification, or rent calculations - You are evaluating HUD compliance (50058, EIV, PIC submissions) - Someone mentions Fair Housing, reasonable accommodation, or protected class handling - You need to review HQS/NSPIRE inspection tracking or abatement workflows - A codebase handles tenant eligibility, subsidy calculations, or housing vouchers TRIGGER PHRASES: "affordable housing", "Section 8", "LIHTC", "public housing", "waitlist management", "income verification", "Fair Housing", "HUD compliance", "rent calculation", "housing voucher", "tenant management", "HQS inspection", "unit allocation", "housing authority"

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。

aibot88/sec_skill_store42026年5月27日 更新

Market microstructure: bid-ask spread analysis, order-flow toxicity metrics (VPIN / Kyle lambda), liquidity measures (Amihud / Roll), price-impact models, limit-order-book analysis, and China A-share call auction / block trade mechanics.

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。

HKUDS/Vibe-Trading3.5万2026年10月12日 更新

ux-review

無料

Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION 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。

Donchitos/Claude-Code-Game-Studios2.6万2026年10月8日 更新

ux-design

無料

Section-by-section UX spec authoring for a screen, flow or HUD. Reads the player journey to provide context; also project-wide accessibility.

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。

Donchitos/Claude-Code-Game-Studios2.6万2026年10月8日 更新

Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.

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/plugins7,4302026年10月8日 更新

Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.

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/plugins7,4302026年10月8日 更新

Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.

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/plugins7,4302026年10月8日 更新

Design UI surfaces for browser games. Use when the user asks for HUDs, menus, overlays, responsive layouts, or visual direction that must protect the playfield.

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/plugins7,4302026年10月8日 更新

Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.

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/Skills6,7432026年10月6日 更新

Operational arsenal for authorized external red-team and bug-bounty recon. Concrete probes, wordlists, regexes, dorks, curl one-liners for: subdomain enum, GraphQL/Swagger/REST discovery, identity fabric (Entra/Okta/ADFS/Google/SAML/M365 deep — Teams/SharePoint/OneDrive), cloud bucket enum (S3/GCS/Azure), CDN/WAF bypass, origin discovery, vendor fingerprinting (Citrix/F5/Pulse/Fortinet/PaloAlto/Cisco/VMware), CI/CD exposure, 48-pattern secret-scan catalog (AWS/GCP/GitHub/Stripe/Slack/Anthropic/OpenAI/Atlassian/DataDog/npm/PyPI), Postman workspaces, breach correlation (HudsonRock/HIBP/DeHashed/IntelX), TLS/JA3 audit, certificate transparency, JS endpoint extraction, package registry leaks, mobile/APK recon, sat imagery, sector-specific recon (healthcare DICOM, finance SWIFT, ICS/SCADA Modbus/BACnet). Detail content in 15 modular reference files, loaded on demand. Use for any authorized recon: scoping, asset discovery, attack-path mapping, secret triage, severity scoring.

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。

elementalsouls/Claude-BugHunter5,0732026年10月12日 更新

Analyze how liquid a stock is using Yahoo Finance data (yfinance): bid-ask spreads, volume and dollar volume (ADTV), top-of-book and options depth, square-root market impact and slippage estimates, turnover ratio, and Amihud illiquidity, rolled into a liquidity grade. Use this skill whenever the user asks about liquidity or trading costs — how easily a position can be entered or exited, what a large order would do to the price, spread or execution-cost estimates, order book depth, volume patterns, or liquidity comparisons — especially for small caps, penny stocks, and thinly traded 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。

himself65/finance-skills3,4042026年10月11日 更新

Design premium Three.js game UI: HUDs, menus, overlays, pause/win/lose screens, settings, icon controls, touch UI, typography, responsive layout, safe areas, text fit, and UI/world cohesion.

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-skills2,4912026年9月28日 更新

Continue a multi-phase engineering spec from its progress table. Use when the user says /continue-spec, "continue the spec", "continue the operations feature", or asks what the next phase is. Runs the next step (plan, implement, review) in this session on the model the spec names, stopping at the spec's gates. Never uses subagents.

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。

karanhudia/borg-ui1,6592026年10月10日 更新

Live Borg debugging by exec-ing into the borg-web-ui Docker container. Use when debugging borg commands, writing tests against real borg output, developing borg 2.0 features, or verifying borg behavior before writing code.

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。

karanhudia/borg-ui1,6592026年10月10日 更新

land

無料

Land a PR by monitoring conflicts, resolving them, waiting for checks, and squash-merging when green; use when asked to land, merge, or shepherd a PR to completion.

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。

karanhudia/borg-ui1,6592026年10月10日 更新

linear

無料

Use Symphony's `linear_graphql` client tool for raw Linear GraphQL operations such as comment editing and upload flows.

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。

karanhudia/borg-ui1,6592026年10月10日 更新

pull

無料

Pull latest origin/main into the current local branch and resolve merge conflicts (aka update-branch). Use when Codex needs to sync a feature branch with origin, perform a merge-based update (not rebase), and guide conflict resolution 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。

karanhudia/borg-ui1,6592026年10月10日 更新

push

無料

Push current branch changes to origin and create or update the corresponding pull request; use when asked to push, publish updates, or create pull request.

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。

karanhudia/borg-ui1,6592026年10月10日 更新

commit

無料

Create a well-formed git commit from current changes using session history for rationale and summary; use when asked to commit, prepare a commit message, or finalize staged work.

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。

karanhudia/borg-ui1,6592026年10月10日 更新

Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.

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-skills1,4682026年10月9日 更新

roblox-ui

無料

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.

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-skills1,4682026年10月9日 更新

Design and build a 10-30 second motion-design showreel or brand reel in the style of Nate's Opus 5.5 "CLAUDE / MOTION REEL": one brand motif transformed through labeled craft chapters, a persistent HUD, cuts locked to a 120-130 BPM grid, a sub-second flurry, and a held logo lockup that answers the opening. Use when asked for a showreel, sizzle reel, brand reel, motion reel, "a reel like the Opus one", "show off motion design for <brand>", a 15-second brand film cut to music, or to study why a reference reel works and rebuild that energy for another brand.

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。

nateherkai/hyperframes-student-kit1,3672026年9月28日 更新

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runtime UI, generated assets, code graphs, tutorial/state flows, guided selection/action flows, overlay/dim source-bound mistakes, coordinate conversions, focus/highlight/marker/HUD alignment, predictive lead aiming, ballistic trajectories, spatial IoU verification, or repeated "fix still not visible" 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。

hashgraph-online/awesome-codex-plugins1,2932026年10月13日 更新