Trigger when: (1) User mentions "manimgl" or "ManimGL" or "3b1b manim", (2) Code contains `from manimlib import *`, (3) User runs `manimgl` CLI commands, (4) Working with InteractiveScene, self.frame, self.embed(), ShowCreation(), or ManimGL-specific patterns. Best practices for ManimGL (Grant Sanderson's 3Blue1Brown version) - OpenGL-based animation engine with interactive development. Covers InteractiveScene, Tex with t2c, camera frame control, interactive mode (-se flag), 3D rendering, and checkpoint_paste() workflow. NOT for Manim Community Edition (which uses `manim` imports and `manim` CLI).
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。
MoizIbnYousaf/marketing-cli☆ 322026年9月12日 更新
3D game development principles. Rendering, shaders, physics, cameras.
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。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
2D game development principles. Sprites, tilemaps, physics, camera.
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。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.
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。
playcanvas/skills☆ 252026年10月13日 更新
Use when building GBA games with the BPCore Lua engine - entity, sprite and tilemap functions, SRAM save and load, link cable multiplayer protocol, camera and scrolling, or optimization 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。
CodeAtCode/oss-ai-skills☆ 242026年10月9日 更新
Use when building 2D games in Python with pygame - game loop and delta time, sprites and groups, collision detection, drawing and surfaces, events and input, sound and fonts, camera, or performance optimization
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。
CodeAtCode/oss-ai-skills☆ 242026年10月9日 更新
React Three Fiber (R3F) 3D rendering — Canvas, meshes, materials, lights, cameras, animations, events, physics, post-processing, performance
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。
agents-inc/skills☆ 242026年9月8日 更新
Analyze a reference video and reverse-engineer its style into a reusable Seedance 2.0 prompting template for the Novoads API. The output is a new formula file — like seedance-2-ugc.md — that captures the video's structure, pacing, camera work, edit style and tone so it can be recreated with any product, any person, in any setting. Use this whenever someone provides a video they want to use as a style reference, says "I want to make videos like this", "deconstruct this video", "turn this into a template", "analyze this style", or drops a video file and wants to recreate that format repeatedly.
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。
novoads/agent-skills☆ 232026年10月8日 更新
Clones a VIDEO ad end to end for a different product or offer, on the Novoads API. The deliverable is a finished rendered MP4 — the WHOLE ad, not its opening, and not a template. Reads the source's style, pacing, camera work, dialogue and tone, adapts it into a Seedance 2.0 prompt, prices it, renders it, files the source beside the clones and diffs each clip's transcript against the approved script. Use for "clone this video ad", "recreate this video for my brand", "make this ad but for my product" when the source is a video, "clone my competitors' VIDEO ads", or a video ad handed over with a product photo. **Among cloners the source's medium decides, not the wording**: "clone this ad" plus a video lands here; a still, or nothing attached, is clone-image-ad, and animating a still as-is is image-to-motion. This pack has no hook-only skill: for the opening alone, clone the whole ad and cut. If it does not move, wrong 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。
novoads/agent-skills☆ 232026年10月8日 更新
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
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/supergraph☆ 222026年10月13日 更新
Inject juice and game feel into gameplay code using the project's chosen middleware. Use when adding screen shake, tweens, particles, audio feedback, haptics, hitstop, or any form of "juice" to gameplay events. Triggers on requests like "add juice", "make this feel better", "add screen shake", "polish this feature", "add feedback to this action", "make the hit feel impactful", "add particles when", "screen shake on damage", "tween this", "add camera shake", "make this snappy", or any game feel, polish, or feedback work. Always reads ProjectConfig.yaml -> feel_tools and docs/GFD.md Feedback Matrix before generating 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-studio☆ 222026年7月8日 更新
Unity 6 graphics and rendering guide. Use when working with render pipelines (URP, HDRP, Built-in), shaders, Shader Graph, materials, textures, cameras, post-processing, or rendering optimization. Covers Render Graph, batching, draw call optimization, and GPU instancing. 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
Drive running Unity Editor from shell to verify compiles, playmode, scenes, screenshots. Use when editing C# scripts, scenes, or assets in a Unity project and needing to: (1) check compilation succeeds, (2) read console errors, (3) enter/exit Play mode, (4) capture screenshots or frame recordings, (5) select objects or aim the Scene camera, (6) query editor window layout. Injects a file-polling command bridge (UnityRemote.cs) — prefer this over batchmode (fights the Library lock) or GUI automation.
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-prompt☆ 212026年10月9日 更新
Use when a task needs the judgment of a Court Reporter — producing a realtime or CART feed during a deposition or trial, triaging a QC pass on a draft transcript before certification, drafting or applying an errata sheet under FRCP 30(e), reading back testimony from steno notes on a judge's request, or handling a sealed-record or in-camera confidentiality flag.
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-experts☆ 202026年10月12日 更新
Use when a task needs the judgment of an auto-glass installer/repairer — deciding whether a chip or crack qualifies for resin repair versus full replacement, calculating a safe drive-away time for the adhesive and conditions on a job, determining whether a windshield replacement triggers ADAS camera recalibration, or diagnosing a cut-out/pinch-weld defect before it becomes a leak or corrosion claim.
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-experts☆ 202026年10月12日 更新
Photography expert for composition, lighting, camera settings, and post-processing techniques
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。
sandraschi/advanced-memory-mcp☆ 192026年10月10日 更新
2D game development principles. Sprites, tilemaps, physics, camera.
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。
umairinayat/Specter-AI☆ 182026年9月29日 更新
3D game development principles. Rendering, shaders, physics, cameras.
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。
umairinayat/Specter-AI☆ 182026年9月29日 更新
Firmware development for the Guition JC-ESP32P4-M3-DEV board (JC-ESP32P4-M3 module — ESP32-P4NRW32 with 32 MB in-package PSRAM, 16 MB flash, and an ESP32-C6 radio co-processor on SDIO) — its MIPI-DSI panel and MIPI-CSI camera connectors, IP101 Ethernet, ES8311 codec with speaker amplifier and microphone, microSD on SDMMC, RS485, three USB-C sockets, the 26-pin JP1 header, and the PlatformIO + ESP-IDF (pioarduino) setup around them. Use when working on this board or any ESP32-P4 devkit: project setup, platformio.ini and sdkconfig.defaults, the silicon revision split between rev v1.3 and rev v3.x, why the bootloader dies with "Illegal instruction", the pin map and which header pins are traps, Wi-Fi through esp_hosted and esp_wifi_remote, mounting the TF card and its on-chip LDO, bringing up a DSI panel, the shared I2C bus, audio direction and the amplifier enable, Ethernet RMII pins, choosing a free GPIO, flashing over any of the three USB-C ports, or debugging why something on the board does not 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。
alexex1993/mcu-skills☆ 182026年9月25日 更新
Firmware development for the WeAct Studio MiniSTM32H7xx core board (STM32H750VBT6) — its 0.96" ST7735 TFT, DVP camera, QSPI/SPI flash, MicroSD, USB, and the STM32Cube HAL + PlatformIO setup around them. Use when working on this board or any STM32H750/H743 WeAct core board: project setup, platformio.ini, clock/PLL configuration, pin mapping, peripheral bring-up, LCD performance, D-cache/DMA problems, DFU flashing, or debugging why something on the board does not 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。
alexex1993/mcu-skills☆ 182026年9月25日 更新
Refine academic writing for computer science research papers targeting top-tier venues (NeurIPS, ICLR, ICML, AAAI, IJCAI, ACL, EMNLP, NAACL, CVPR, WWW, KDD, SIGIR, CIKM, and similar). Use this skill whenever a user asks to improve, polish, refine, edit, or proofread academic or research writing — including paper drafts, abstracts, introductions, related work sections, methodology descriptions, experiment write-ups, or conclusion sections. Also trigger when users paste LaTeX content and ask for writing help, mention "camera-ready", "rebuttal", "paper revision", or reference any academic venue or conference. This skill handles both full paper refinement and section-by-section editing.
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。
modbender/skill-library-mcp☆ 162026年9月28日 更新
Obtain official Italian documents through Openapi - chamber of commerce reports (visure camerali), financial statements/balance sheets, company files (fascicoli), bylaws, DURC, protest reports. Use when the user needs an official PDF document about an Italian company or person.
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。
openapi/openapi-skills☆ 152026年9月15日 更新
2D game development principles. Sprites, tilemaps, physics, camera.
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。
sinhoneyy/master-skills☆ 142026年9月5日 更新
3D game development principles. Rendering, shaders, physics, cameras.
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。
sinhoneyy/master-skills☆ 142026年9月5日 更新