Read, answer and post on the Buda community forum at community.buda.im through its /api/v1/community REST API. Lists categories and posts, reads a thread with its replies, searches, and publishes posts and replies behind an explicit confirmation. Use when the user invokes $buda-community or /buda-community, asks what is happening in the Buda community, wants an unanswered question triaged or answered, or wants something posted or announced there.
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。
mr-kelly/skills☆ 52026年10月2日 更新
Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity-* specialist.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when a PERSONAL brand needs its OWN community — Skool, Mighty Networks, Discord, Circle, or Slack: a three-layer public, member, and inner-circle blueprint, seven-day onboarding, engagement rituals, a moderation playbook, and activation metrics. Trigger on 'build a community', 'Skool community', 'Mighty Networks setup', 'Discord for my audience', 'paid community', 'my group is dead and nobody posts'. Also use when the user has members and no reason for them to come back. Not for — posting inside communities you do NOT own, see `38-community-seeding-global`; pricing and packaging the membership, see `27-personal-brand-monetize-global`; referral loops, see `18-referral-program-global`.
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。
minhnv0807/ai-business-skills☆ 6132026年9月12日 更新
Use when querying or calling pay-per-token foundation models, or when creating, updating, listing, or querying Unity Gateway (also called Unity AI Gateway) services, including model provider services, MCP services, system.ai services, and three-part Unity Catalog service names (catalog.schema.service). Also use for managing spend budgets and usage alerts on Unity Gateway, and for migrating from legacy AI Gateway. Also use when a workload with Model Serving endpoint permissions (for example CAN_QUERY) gets PERMISSION_DENIED querying a three-part model name, since serving-endpoint access does not grant access to a Unity Gateway service. Not for configuring legacy AI Gateway on Model Serving endpoints; use databricks-model-serving for that.
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。
databricks/databricks-agent-skills☆ 3472026年10月12日 更新
Expert in building and nurturing developer communities - DevRel strategy, developer experience, technical content, documentation communities, and turning developers into advocates. Covers OSS community building, API ecosystems, and developer-first go-to-market. Use when "developer community, devrel, developer relations, developer experience, open source community, api community, documentation community, developer advocacy, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Expert in measuring what matters in communities. Covers health metrics, engagement analytics, sentiment analysis, cohort tracking, and reporting. Knows that good data drives good decisions, and bad metrics drive bad behavior. Use when "community metrics, community analytics, measure community, community health, engagement metrics, community reporting, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Build and manage open source community — Discord/Slack structure, contributor onboarding, ambassador program, community flywheel design, and GitHub community health. Use when asked to "build a community", "grow our Discord", "improve contributor experience", or "design a developer ambassador program".
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。
tonone-ai/tonone☆ 762026年10月5日 更新
Unity 6 platform targeting and build guide. Use when building for specific platforms, configuring build profiles, using platform scripting defines (#if UNITY_IOS, #if UNITY_ANDROID), optimizing for mobile, WebGL, or consoles, working with Addressables/asset bundles, or choosing between IL2CPP and Mono. 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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 testing guide. Use when writing unit tests, integration tests, or doing TDD with Unity Test Framework. Covers Edit Mode and Play Mode tests, NUnit attributes ([Test], [UnityTest], [SetUp], [TearDown]), testing MonoBehaviours and coroutines, and CI/CD integration. 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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
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-mirror☆ 192026年10月12日 更新
Unity Prefab / Scene / Asset の壊れた参照・Variant override・配線ミスを構造化応答で診断し、 dry-run → confirm 経路で安全に修復するための MCP ツールリファレンス。 Editor Bridge のセットアップ手順もここに含む。 トリガー: .prefab, .unity, .asset, .mat, Prefab, Variant, 配線, 参照, 壊れた参照, broken reference, GUID, fileID, override, パッチ, patch plan, validate refs, validate structure, where-used, inspect variant, inspect wiring, inspect hierarchy, wiring, null参照, null reference, MonoBehaviour, 階層, hierarchy, Transform整合, 孤立, orphan, 重複fileID, duplicate fileID, Editor Bridge, Bridge セットアップ, bridge setup, deploy_bridge, UNITYTOOL_BRIDGE_WATCH_DIR, watch ディレクトリ のいずれかに該当する作業で使用する。
tyunta/prefab-sentinel☆ 112026年9月13日 更新
Conduct a Marty-Cagan-style opportunity assessment interview and produce a ~2-page Opportunity Brief in Confluence. Covers business objective, customer, problem, success metric, current alternatives, assumptions/risks, and what we don't know yet. Triggers on "opportunity brief", "opportunity assessment", "discovery brief", "who is this for", "why are we building this", "validate this idea", "product discovery", or any request to frame a feature before implementation. One question at a time. Records accepted research gaps as structured Confluence Decision pages with bidirectional links.
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。
SDiamante13/dotfiles☆ 82026年10月2日 更新
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
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。
IvanMurzak/Unity-MCP☆ 4,4262026年10月12日 更新
Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample and best-practice notes.
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。
IvanMurzak/Unity-MCP☆ 4,4262026年10月12日 更新
Use when the user asks to "plan the participation ramp before we promote", "how much account history or karma do we need in this community", or "design entry incentives and member lifecycle for our own Discord"; produces the per-community pre-promotion warming plan — account-history/tenure expectations (Estimated, named sources), a give-before-ask ledger spec, a per-community etiquette + rule digest with last-verified dates, and the warming → active graduation criteria that channel-registry requires as state-transition evidence — plus the owned-community variant (entry paths + member lifecycle for your own Discord/Slack/forum/企业微信私域). Not for launch-day submissions or T-0 threads — use community-launch-runner. 社区预热/先给后取/账号养成/毕业标准
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。
aaron-he-zhu/aaron-marketing-skills☆ 2,9242026年10月13日 更新
Write a fair, enforceable community moderation policy. Use when standing up or overhauling moderation for a forum, Discord, Slack, subreddit, or any user community. Produces a clear code of conduct with examples, a graduated enforcement ladder tied to specific triggers, an appeals process, moderator guidelines, and the handling for the severe cases (threats, doxxing, brigading) that need immediate action. Governs member conduct in a user community — distinct from [[community-management-playbook]], which manages a brand's own social-media channels (comments, DMs, tone, response 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。
mohitagw15856/pm-claude-skills☆ 1,4412026年10月13日 更新
Use when the user wants to show up in OTHER communities without astroturfing — Reddit, Facebook Groups, Discord, Slack, LinkedIn groups, Quora, and niche forums: a prioritized community list with the rules of each space, a named participant roster, post types written in full, reply scripts, a participation calendar, and red lines. Trigger on 'community marketing', 'Reddit marketing', 'seeding plan', 'post in Facebook groups', 'answer questions on Quora', 'we got banned from a group'. Not for — building your OWN paid or private community, see `28-community-building-global`; monitoring mentions across the web, see `15-social-listening-global`; briefing paid creators, see `06-ugc-egc-brief-global`.
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。
minhnv0807/ai-business-skills☆ 6132026年9月12日 更新
Expert in running the day-to-day operations of thriving communities. Covers moderation systems, onboarding flows, crisis management, scaling operations, and team management. The engine room that keeps communities healthy and safe. Use when "community operations, community moderation, community management, onboarding flow, crisis management, trust and safety, community team, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
PR and community reconnaissance — audit current press coverage, social presence, community health, and competitor PR. Use when asked to "audit our PR", "what's our community state", "how do we compare in press", or before planning a launch or community initiative.
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。
tonone-ai/tonone☆ 762026年10月5日 更新
Write YouTube community-tab posts: text updates, polls, image-caption posts, and questions that drive comments and bring subscribers back between video uploads. Tuned to the community tab's role as a low-friction touchpoint that keeps a channel warm and feeds session signals. Returns a copy-paste block (community posts have no publishing API, so this is always manual by design). Use to write a community post or poll. Not for video titles or descriptions (use yt-title-optimizer and yt-description-writer).
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。
sergebulaev/youtube-skills☆ 542026年10月7日 更新
Unity 6 AI and navigation guide. Use when working with NavMesh, pathfinding, NavMeshAgent, NavMeshSurface, NavMeshObstacle, off-mesh links, or Unity Sentis (ML model inference). Covers AI navigation package, runtime NavMesh baking, and common AI patterns like state machines and behavior trees. 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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization, and scene management. 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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 packages and services guide. Use when working with Package Manager, installing/updating packages, scoped registries, or Unity Gaming Services (Authentication, Cloud Save, Analytics, Leaderboards, Matchmaker). Covers essential packages list and version compatibility. 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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 core concepts and architecture guide. Use when working with GameObjects, Components, Transforms, Scenes, Prefabs, ScriptableObjects, or Unity project structure. Covers the entity-component architecture, object hierarchy, tags, layers, and project conventions. 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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新