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
Use when gathering requirements for a customer portal, partner community, or self-service Experience Cloud site. Triggers: 'gathering requirements for customer portal', 'planning Experience Cloud site', 'what license for community portal', 'portal user journey mapping', 'self-service requirements'. NOT for building the site in Experience Builder — use admin/experience-cloud-site-setup. NOT for designing the deal-registration and MDF processes themselves — use admin/partner-community-requirements. More trigger keywords: portal persona licence matrix, which Experience Cloud licence do these requirements imply, external user needs a Contact and Account, sharing set vs sharing rule for a portal, self-registration vs SSO for a portal, portal requirements catalogue, handoff to Experience Cloud site setup.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Set up or tune Experience Cloud content moderation: keyword/criteria rules, member reputation system, moderation queue. Triggers: 'set up community content moderation', 'configure reputation levels', 'flagging rules Experience Cloud', 'moderation queue setup', 'keyword blocking community', 'approve community posts before publishing'. NOT for publishing or scheduling CMS articles on the site — use admin/experience-cloud-cms-content. NOT for deciding which behaviours to reward or how to name reputation tiers — use admin/community-engagement-strategy.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4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。
unempyd/revenueos☆ 72026年9月14日 更新
Add a community extension to the Spec Kit catalog from a GitHub issue submission. USE FOR: processing extension submission issues, validating catalog entries, updating catalog.community.json and docs/community/extensions.md, creating PRs. DO NOT USE FOR: creating new extensions from scratch, or first-party extension 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。
github/spec-kit☆ 14.1万2026年10月13日 更新
Zoom Video SDK for Unity wrapper integrations. Use when building custom Unity-based video session experiences and mapping Unity scene/UI state to Video SDK events.
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。
anthropics/knowledge-work-plugins☆ 2.9万2026年10月12日 更新
List all Unity-MCP tools registered in the connected Unity Editor instance. Optional regex filter matches against tool name, description, and argument names/descriptions. Use the `includeDescription` / `includeInputs` toggles to control the response size.
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
Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment. Handles gameplay systems, UI implementation, and platform optimization. Use PROACTIVELY for Unity performance issues, game mechanics, or cross-platform builds.
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。
rmyndharis/antigravity-skills☆ 1,7502026年10月1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-skills☆ 1,4682026年10月9日 更新
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".
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-skills☆ 1,4682026年10月9日 更新
Build a community management playbook for a brand's social media channels. Use when asked to create guidelines for managing comments, DMs, and community interactions, define a moderation policy, or build response frameworks for social media community managers. Produces a complete playbook with response templates, escalation paths, moderation rules, and tone guidelines.
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
JTBD opportunity scoring and prioritization - outcome statement format, opportunity algorithm, scoring interpretation, feature prioritization, and opportunity matrix template
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。
nWave-ai/nWave☆ 6162026年9月16日 更新
Drive the open Unity Editor from the shell with the isuzu-unity-cli command: console errors, compiling and tests, scenes, GameObjects and components, prefabs, play mode, uGUI clicks, and C# run inside the Editor. SKILL.md gives a command for each common task, so no tool list is 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。
isuzu-shiranui/UnityMCP☆ 3322026年10月9日 更新
Use when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C# must be executed, or Unity scripts must be recompiled.
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。
Misaka-Mikoto-Tech/agent-skills☆ 2772026年9月21日 更新
Expert in designing and running ambassador, champion, and advocacy programs. Covers recruiting community leaders, structuring tiers and rewards, managing at scale, and turning passionate users into official representatives. Use when "ambassador program, community champions, advocacy program, community leaders, super users, power users program, community representatives, " 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 & Community engineer — press pitches, social media, open source community, DevRel, and coordinated launch moments. Use when asked to "write a press release", "plan a launch", "build a community", "draft a HN or Twitter post", or "get media coverage".
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
Developer relations playbook builder — produces a DevRel program design covering community platform, contributor program tiers, ambassador criteria, event strategy, and success metrics. Use when asked to "build a DevRel program", "design our developer community", "create a contributor program", "start a developer advocacy program", or "how do we grow our dev community".
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 ECS/DOTS development guide. Use when working with Entity Component System, data-oriented design, Jobs system, or Burst Compiler. Covers Entities, IComponentData, ISystem, EntityManager, baking, Jobs, and Burst. 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 physics query correctness patterns. Catches common mistakes with Raycast, SphereCast, OverlapSphere, NonAlloc allocation, LayerMask construction, trigger interaction, hit ordering, and query type selection. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.
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 XR development guide. Use when building VR, AR, or MR experiences. Covers XR Interaction Toolkit, XR Plug-in Management, OpenXR, hand tracking, controllers, haptics, AR Foundation (plane detection, anchors, image tracking), and platform-specific setup (Meta Quest, Apple Vision Pro). 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 UI development guide. Use when building user interfaces, menus, HUD, buttons, or any UI elements. Covers UI Toolkit (recommended for new projects — USS, UXML, UI Builder, data binding), uGUI/Canvas (legacy runtime UI), and IMGUI. 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 data-driven design architecture. ScriptableObject config hierarchies, JSON data pipelines, designer handoff workflows, data versioning and migration, Inspector attributes for self-documenting configs. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
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 audio system guide. Use when working with sound effects, music, AudioSource, AudioClip, AudioListener, Audio Mixer, spatial audio, or audio optimization. Covers 3D sound, mixer groups, snapshots, and audio import settings. 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 C# scripting guide. Use when writing MonoBehaviour scripts, handling lifecycle events (Awake, Start, Update, FixedUpdate), using coroutines or async/await (Awaitable), working with ScriptableObjects, events, delegates, or core APIs like Vector3, Quaternion, Time, Debug. 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