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cccskills

「asset」の検索結果

1,411 件 ・ 関連度順

概要と使いどころ

dontbesilent 内容结构化系统。把本地大量文稿、推文、选题、案例和课程稿搭成一个可持续生长的内容结构化工程:先审计内容规模与边界,再建立新工程、复制素材、抽取内容单元、生成主题地图与选题装配稿。 触发方式:/dbs-content-system、/内容结构化系统、「把我的内容做成结构化系统」「把本地素材变成可重组系统」「帮我搭内容资产工程」「我想把旧内容变成可复用资产」 Content structuring system. Audits local content volume, then builds a reusable content knowledge project with units, topic maps, and assembly drafts. Trigger: /dbs-content-system, "build a content structuring system", "turn my archive into reusable assets"

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。

Pluviobyte/rnskill1,6452026年9月21日 更新

Generate high-CTR YouTube thumbnails using Nano Banana 2 via the Arcads external API. Handles reference image upload, character likeness alignment, proven CTR-tested prompt formulas, and parallel batch generation. Use when the user asks to create a YouTube thumbnail, video thumbnail, A/B test thumbnail variations, or refers to thumbnail design with their face, brand assets, or product photos.

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。

krusemediallc/arcads-claude-code1,6002026年9月23日 更新

Set up a newsjack monitoring profile for a company so newsjack-detector can run on a schedule. Guides the user through company standing, topics, competitors, proof assets, spokespeople, RSS feed selection, optional X trend monitoring, and optional Slack delivery.

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。

elvisun/newsjack1,5522026年10月11日 更新

Produce evidence-labelled UX needs, journey, structure, inclusion, and engineering-handoff assets. Use when a practitioner needs a durable UX artifact rather than coaching.

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。

microsoft/hve-core1,5242026年10月14日 更新

Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.

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-skills1,5182026年10月9日 更新

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.

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-skills1,5182026年10月9日 更新

Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.

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-skills1,5182026年10月9日 更新

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.

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-skills1,5182026年10月9日 更新

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

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-skills1,5182026年10月9日 更新

Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

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-skills1,5182026年10月9日 更新

router

無料

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

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-skills1,5182026年10月9日 更新

Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.

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-skills1,5182026年10月9日 更新

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".

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-skills1,5182026年10月9日 更新

Batch-generate and compare visual design directions so a user can choose the style they actually want. Use when the user says they cannot describe an abstract visual style, asks for many style options, wants to choose from generated UI/design-system images, rejects outputs as too colorful/too dead/too generic, or needs an existing UI/design system evolved without discarding current assets.

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。

daymade/claude-code-skills1,4632026年10月14日 更新

Assess physical and transition climate risk for a site, product, or portfolio with scenario-based structure. Use when asked to run a climate risk assessment, evaluate physical or transition risk, prepare TCFD/ESRS-style climate risk analysis, or assess how climate scenarios affect an asset or business. Produces a hazard-exposure-vulnerability matrix across 2030/2040/2050 horizons and labelled scenarios, with financial-impact ranges, confidence levels, and adaptation options.

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-skills1,4572026年10月14日 更新

Build a realistic plan to change careers — mapping your transferable skills, the real gaps, and a bridge that doesn't require torching your income overnight. Use when asked to help me change careers, career pivot plan, how do I switch to [field], or I want a new career but don't know how. Produces a transferable-skills map, an honest gap analysis to the target role, a staged bridge (skill-building, positioning, side-door entry), a financial-runway reality check, and a narrative that reframes your background as an asset — not a starting-from-zero story.

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-skills1,4572026年10月14日 更新

Turn one long asset - a YouTube video, podcast, livestream, newsletter, blog post or client call - into a week of reels and carousels. Use when the user says "repurpose this", "turn this into reels", "I have a video/podcast/ transcript", "cut this up", or pastes something long and wants it on Instagram.

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。

Jakeschincariol/instagram-agent-skill1,3822026年9月13日 更新

canva

無料

Work with Canva designs: list designs and folders, create designs, upload assets, and export to PNG/JPG/PDF/MP4. Trigger phrases: canva, canva design, export canva design.

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。

Anil-matcha/awesome-muse-connectors1,3622026年10月14日 更新

oma-video

無料

Create short, explainer, or recorded-demo videos through the OMA video CLI. Use for scripts, narration, assets, composition, and video delivery.

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。

first-fluke/oh-my-agent1,3452026年10月13日 更新

oma-voice

無料

Generate speech or transcribe audio locally with Voicebox. Use for narration, voice assets, dictation, and meeting transcription.

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。

first-fluke/oh-my-agent1,3452026年10月13日 更新

oma-image

無料

Multi-vendor AI image generation with authentication-aware parallel dispatch. Routes to Codex (gpt-image-2 via ChatGPT OAuth) and Pollinations (flux/zimage, free with signup). Gemini provider is present but disabled by default (requires billing). Use for image generation, image creation, visual asset generation, and AI art.

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。

first-fluke/oh-my-agent1,3452026年10月13日 更新

oma-image

無料

Generate raster images or reference-guided variations through the OMA image CLI. Use for image assets or explicit vendor comparisons; pixel editing uses an editor.

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。

first-fluke/oh-my-agent1,3452026年10月13日 更新

Create or revise agent skills. Use when adding a new skill file, renaming a skill, simplifying an existing skill, improving trigger descriptions, or deciding what belongs in a skill versus references, scripts, assets, or ordinary docs.

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。

dzhng/skills1,3352026年10月14日 更新

Create platform-native content systems for X, LinkedIn, TikTok, YouTube, newsletters, and repurposed multi-platform campaigns. Use when the user wants social posts, threads, scripts, content calendars, or one source asset adapted cleanly across platforms.

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-plugins1,3172026年10月7日 更新