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cccskills

「spawn」の検索結果

359 件 ・ 関連度順

概要と使いどころ

Spawns pedestrians that wander autonomously via WalkerAIController, and destroys them in the correct order. Pairs each walker.pedestrian.* with a controller.ai.walker, places them on the navigation mesh, and sends them to random navmesh points at walking speed. Use when the user asks to "spawn pedestrians/walkers", "add people/crowds", "make pedestrians walk around", or "remove the walkers". Reads the world settings first: if the world is already synchronous it never ticks it, and if it is asynchronous it makes it synchronous and drives the clock itself.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Imports an FBX pedestrian into a CARLA source build as a spawnable walker.pedestrian.NNNN — checks the FBX is skinned to CARLA's GEN3 rig, imports the mesh, physics asset and materials, builds the walker blueprint from a GEN3 donor, registers it in WalkerFactory through CARLA's own add_walker_to_walker_factory.py, and verifies it spawns, stands on the ground and walks. Use when the user asks to "add a pedestrian to CARLA", "import a walker/character FBX", or needs a custom human spawnable from the Python API.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Imports an FBX vehicle into a CARLA source build as a spawnable vehicle.<make>.<model> — checks the FBX carries CARLA's 4-wheel bone rig, imports the mesh, then assembles the vehicle through CarlaTools' VehicleAuthoringLibrary (physics asset with kinematic wheel bodies, retargeted anim blueprint, four configured wheel blueprints, the vehicle blueprint), registers it in VehicleFactory through CARLA's own add_vehicle_to_vehicle_factory.py, and verifies it spawns, drives and steers. Use when the user asks to "add a car/truck/van to CARLA", "import a vehicle FBX", or needs a custom drivable vehicle spawnable from the Python API.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Imports FBX meshes into a CARLA source build as spawnable static.prop.* blueprints — pass a directory whose subdirectories name the semantic tags, or a single FBX with its tag, and the props are imported into content, registered, added to the prop factory and verified by spawning. Use when the user asks to "add a prop to CARLA", "import an FBX as a prop", "add street furniture/benches/signs", or needs a custom mesh spawnable from the Python API.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Secure the path from an inbound event (webhook, email, SMS, GitHub comment, file, cron) to an agent spawn in the Port Daddy fleet. Use when wiring trigger sources to agents, reviewing the io-wiring registry, adding a trust/permission gate, hardening output sinks (SSRF/path traversal), scoping tools by provenance, or proving the spawn path is safe against prompt-injection → tool-abuse. Encodes ADR-0093 and the red-team threat model. NOT for generic Coast Guard sandboxing (ADR-0050), the macaroon push-grant gate alone (ADR-0053), or non-fleet 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。

curiositech/port-daddy22026年10月12日 更新

Audit whether an enforced-coordination MCP has actually shrunk its ~19 legacy etiquette verbs into the 5 enforced tools — work/act/ask/recall/status — each carrying one denial shape and one transcript event, migrated through a real retirement path (intake-metadata, alias, or doc-history — never a parallel runtime), with zero legacy-verb calls once a body reaches compliance mode C4+. Use when reviewing a broker-collapse migration plan, gating a body's move from advisory (C0-C3) to enforced (C4+) coordination, or verifying IT-018 Broker Collapse compliance. NOT for the inbound trigger→spawn boundary that decides whether an event may spawn an agent at all (use fleet-event-spawn-trust), the capability-token cryptographic mechanism behind a denial (use agentic-zero-trust-security), designing how a swarm of agents invokes and shards work (use swarm-invocation-designer), or auditing an individual PR's mergeability (use agent-pr-authoring).

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。

curiositech/port-daddy22026年10月12日 更新

acp-router

無料日本語概要

OpenClawへの自然な言葉の依頼をClaude Codeなどの外部コーディングエージェントへ振り分け、作業の開始や継続、スレッド内の会話をつなぐスキルです。

  • Claude Codeをスレッドで開始
  • 外部エージェントの作業を続けたいとき
  • acpxから直接指示を渡したいとき
openclaw/openclaw39.2万2026年10月13日 更新

Agent spawning, lifecycle management, and coordination patterns. Manages 60+ agent types with specialized capabilities. Use when: spawning agents, coordinating multi-agent tasks, managing agent pools. Skip when: single-agent work, no coordination 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。

ruvnet/ruflo7.4万2026年10月13日 更新

Spawn nested sub-agents (agents that spawn sub-agents, up to depth=5) via Claude Code's native Task tool — for context-managed deep delegation

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。

ruvnet/ruflo7.4万2026年10月13日 更新

omp-roles

無料

Use this skill whenever you need the allowed_tools / skills preset for a sub-agent role before calling spawn_subagent. Trigger especially when user mentions: "role", "spawn_subagent", "allowed_tools", or any OMP role name (executor, architect, analyst, critic, security-reviewer, code-reviewer, qa-tester, planner, explore, debugger, verifier). Also use when a /ultrawork, /ralph, /autopilot, /ultraqa, or /team workflow step asks for role tool/skill configuration.

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。

agentscope-ai/QwenPaw3.6万2026年10月13日 更新

Use when writing or reviewing asynchronous C++ networking code with Boost.Asio or standalone Asio — TCP/UDP servers and clients, SSL/TLS, timers, strands, io_context, co_spawn, awaitable, async_read/async_write, asio::spawn, yield_context, or pre-C++20 completion-handler callbacks.

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。

alirezarezvani/claude-skills2.8万2026年8月30日 更新

Imports a pedestrian into CARLA on UE 5.8 as a spawnable, animating walker — imports the skinned FBX bound to CARLA's shared pedestrian skeleton, duplicates a donor walker blueprint and repoints it at the new mesh, and registers it in WalkerParameters.json as walker.pedestrian.<id>. Can also export a shipped walker to FBX, which is how you obtain a rig-conforming mesh to start from. Use when the user asks to "import a walker/pedestrian", "add a custom character", "clone a walker", or has a walker that spawns but stands still.

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。

carla-simulator/carla1.4万2026年10月13日 更新

Imports FBX meshes into CARLA on UE 5.8 as spawnable props — drives the editor headlessly to import the mesh, derives the prop size from its measured bounds, and registers it in PropParameters.json so it appears in the blueprint library as static.prop.<name>. Handles the FBX unit-scale problem, verifies the result against a running server, and can revert cleanly. Use when the user asks to "import a prop", "add a custom mesh/object to CARLA", "make my model spawnable", or a prop imports but never shows up in the blueprint library.

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。

carla-simulator/carla1.4万2026年10月13日 更新

using-ao

無料

Catalog of the AO (Agent Orchestrator) `ao` CLI: spawning workers, managing sessions and projects, creating reusable Cues, sending messages, controlling the shared browser, previewing pages, and daemon control. Use when using the ao CLI, creating Cues, spawning workers, or managing AO sessions in an AO workspace.

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。

OrchestratorInc/agent-orchestrator1.3万2026年10月13日 更新

多视角对抗式审查。full/lean 模式在已部署 reviewer agents 时并行 spawn;缺失/异常 agents 或 spawn 失败时自动降级 solo,参考文件不可读时使用内置 rubric fallback。触发方式:/story-review、/审查、「审查一下」「帮我审一下」。

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。

zenstory-ai/oh-story-claudecode7,5112026年10月10日 更新

ClawTeam

無料

This skill should be used when the user asks to "create a team", "spawn agents", "assign tasks", "coordinate multiple agents", "check team status", "view kanban board", "send messages between agents", "manage team tasks", "monitor team progress", or mentions "clawteam", legacy "oh", "multi-agent coordination", "team collaboration", "agent inbox", "task board", "spawn worker". This skill should also be triggered when the current task is complex enough to benefit from splitting into subtasks and delegating to multiple agents — for example when the user asks to "build a full-stack app", "refactor the entire codebase", "implement multiple features in parallel", or when the agent determines that the work scope exceeds what a single agent can efficiently handle alone. Provides comprehensive guidance for using the ClawTeam CLI to orchestrate multi-agent teams with task management, messaging, monitoring, runtime profiles, git context, and recovery tooling.

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/ClawTeam5,5362026年5月9日 更新

Spawn Agentica multi-agent 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。

parcadei/Continuous-Claude-v33,9432026年1月27日 更新

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.

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

The canonical way to run agent-relay - self-bootstrap the local broker and autonomously spawn, monitor, and coordinate a team of worker agents without human intervention. Covers infrastructure startup, agent spawning, lifecycle monitoring, message-based reading via the relay MCP, and team coordination.

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。

AgentWorkforce/relay8822026年10月13日 更新

Use when you are a registered relay agent (a spawned worker, or a lead that called register_agent) coordinating with peers in real time over current Agent Relay MCP tools - messaging, channels, threads, reactions, search, inbox, actions, and worker spawn/release. For role selection and orchestrator startup instructions, use https://agentrelay.com/skill and the orchestrating-agent-relay skill.

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。

AgentWorkforce/relay8822026年10月13日 更新

Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectible_id, scavenger_hunt, collection_manager, collection_compass, completion_archive, hidden_item_spawner, find_all, collectible_item.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新