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cccskills

「oss」の検索結果

8,011 件 ・ 関連度順

概要と使いどころ

serena

無料

Serena code intelligence — LSP-powered symbol navigation, diagnostics, and targeted code surgery. Activate before complex refactors, cross-file analysis, or when graph tools need symbol-level depth.

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。

datit309/supergraph222026年10月15日 更新

Database migration best practices for schema changes, data migrations, rollbacks, and zero-downtime deployments across PostgreSQL, MySQL, and common ORMs (Prisma, Drizzle, Kysely, Django, TypeORM, golang-migrate).

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。

datit309/supergraph222026年10月15日 更新

Elite website image-to-code skill for Codex. For visually important web tasks, it must first generate the design image(s) itself, deeply analyze them, then implement the website to match them as closely as possible. In Codex, it must prefer large, readable, section-specific images instead of tiny compressed boards, generate fresh standalone images for sections or detail views instead of cropping old ones, avoid lazy under-generation, avoid cards-inside-cards-inside-cards UI, and keep the hero clean, spacious, readable, and visible on a small laptop.

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。

datit309/supergraph222026年10月15日 更新

Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.

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

Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.

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

Generate ScriptableObject-based systems including data containers, event channels, and runtime sets. Use when creating game data (weapons, enemies, items, abilities), cross-system events, or live object tracking. Triggers on requests like "create weapon data", "add an event system", "make a runtime set", "decouple these systems", "create item database", "add a damage event", "track active enemies", "create a config SO", "add game settings data", or any task involving ScriptableObject data containers, event-driven communication, or runtime object tracking. Reads ProjectConfig.yaml -> architecture_pattern to determine SO-first vs DI-first context.

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

Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking 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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

tech-debt

無料

Track, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.

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

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.

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

Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins.

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

Use when creating, configuring, reviewing, or debugging TypeScript project standards across frontend apps, libraries, SDKs, CLIs, monorepo packages, tsconfig, strictness, module/moduleResolution, path aliases, project references, declaration files, package exports, public API types, DTOs, advanced generics, discriminated unions, type guards, type narrowing, or type-level regressions. Prefer framework project skills for React/Vue/Next/Nuxt component architecture; Chinese triggers include TypeScript project specification, TS project specification, TypeScript type safety, type modeling, generics, discriminative unions, type narrowing, tsconfig, declaration files.

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。

bovinphang/frontend-craft222026年9月26日 更新

Use when planning or reviewing a frontend testing strategy, selecting the right test layer by risk, mapping coverage across static checks, unit tests, component tests, integration tests, E2E, Storybook/visual regression, a11y, security, performance, or CI gates. Do not use to write individual component/E2E tests or merely run existing validation commands; Chinese triggers include test strategy, test layering, test plan, coverage matrix.

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。

bovinphang/frontend-craft222026年9月26日 更新

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。

bovinphang/frontend-craft222026年9月26日 更新

Use when setting up or reviewing Storybook component documentation, design-system presentation, isolated component state previews, stories, addons, decorators, MDX docs, component-state interaction checks, visual baselines, or Chromatic. For real-browser cross-page journeys or broader coverage planning, choose the matching testing workflow first; Chinese triggers include Storybook, component documentation, Design System, visual regression.

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。

bovinphang/frontend-craft222026年9月26日 更新

Use when designing, implementing, or reviewing responsive frontend layouts, mobile-first breakpoints, container queries, fluid grids, data-dense tables, touch targets, safe areas, orientation changes, viewport overflow, or cross-device UI behavior; Chinese triggers include responsive layouts, mobile-side adaptation, breakpoints, container queries, horizontal and vertical screens, touch targets.

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。

bovinphang/frontend-craft222026年9月26日 更新

Use when creating, maintaining, debugging, or reviewing real-browser end-to-end tests with Playwright or Cypress, including Page Object models, CI artifacts, traces, flaky tests, cross-page visual regression, and critical user journeys such as login, payment, permissions, or CRUD. For layer planning or tests close to UI components, choose the matching testing workflow first; Chinese triggers include E2E, end-to-end testing, Playwright, Cypress.

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。

bovinphang/frontend-craft222026年9月26日 更新

Use when the user asks for general frontend code review, PR review, merge-readiness assessment, architecture maintainability, type-safety, rendering/state risks, style consistency, testability gaps, or a cross-cutting review summary. Delegate deep security, accessibility, E2E, or performance investigations to their specialized skills; Chinese triggers include code review, code review, review.

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。

bovinphang/frontend-craft222026年9月26日 更新

Use when choosing, implementing, reviewing, or refactoring frontend state ownership across React, Vue, Next.js, Nuxt, URL state, server state, form state, browser persistence, or global stores. Prefer narrower skills for TanStack Query cache details, browser storage persistence, or form validation internals; Chinese triggers include state management, state ownership, store selection.

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。

bovinphang/frontend-craft222026年9月26日 更新

Generate fantasy character names in zh-TW with original spelling and etymology, across human, elf, dwarf, orc/beastfolk, and halfling naming traditions. Use when the user needs a name for a character, NPC, party member, villain, shopkeeper, or monster, asks to think of, suggest, or rename such a character, names entities for a MUD/TRPG/game world or worldbuilding document, or writes lore, quests, presets, or seed data that require in-world personal 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。

jim60105/copilot-prompt212026年10月16日 更新

review

無料

Run a deep code review across the manifold-csg crates

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。

zmerlynn/manifold-csg212026年9月29日 更新

Run a deep code review across the manifold-csg crates

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。

zmerlynn/manifold-csg212026年9月29日 更新

Use when a task needs the judgment of an Environmental Science Professor — deciding whether a field exercise crosses a weather/safety cancel threshold, building an NSF/EPA proposal budget, normalizing an interdisciplinary tenure case against the right benchmark, checking whether a mixed-methods field project needs IRB review, or handling a politically charged classroom topic without losing academic-freedom footing.

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。

wonsukchoi/domain-experts212026年10月12日 更新