Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
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☆ 1,0052026年10月14日 更新
Use when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines, 70/30, silhouette read at a distance), exaggerating proportions on purpose, keeping stylized planes crisp through subdivision, sculpting stylized hair (chunky clumps, curve tube strands, ClayPolish), or designing a figure for toy production (articulation, wall thickness, scale).
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☆ 1,0052026年10月14日 更新
Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.
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☆ 1,0052026年10月14日 更新
Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, a mechanical or hard-surface rig, or testing how a rig deforms.
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☆ 1,0052026年10月14日 更新
Use when a story must unfold across a sequence of Scenario images: a comic page or strip, manga or webtoon panels, a children's storybook, a film, game, or ad storyboard, animatic pre-viz frames, or any shot list where the same characters and world must persist from panel to panel and dialogue must stay legible. Keywords: storyboard, comic, panel, sequential art, storybook, shot list, pre-viz, animatic, scene to scene, character consistency.
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☆ 1,0052026年10月14日 更新
Use when a video needs its spoken words on screen through Scenario via MCP: burned-in styled captions for a TikTok, Reels, or Shorts cut, ad captions for sound-off feeds, YouTube subtitles, an SRT sidecar, transcription of a clip's audio, captions translated into another language, karaoke or word-by-word styles, or restyling and correcting an existing transcript. Keywords: captions, subtitles, SRT, transcribe, karaoke, word-by-word, burn in, closed captions, translate video, caption style.
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☆ 1,0052026年10月14日 更新
Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or 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。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when a Seedance video must hold continuous movement across shots: dance choreography, fights, sports, or any performance where limbs teleport, feet slide, or motion resets at every cut, or when turning a storyboard and character sheet into a multi-shot sequence that plays as one take. Keywords: storyboard to video, choreography, movement control, pose chain, timecoded shot script, first and last frame chaining, character sheet, multi-shot continuity, Seedance 2.5 and 2.0.
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☆ 1,0052026年10月14日 更新
Use when generating or editing images with Ideogram models on Scenario via MCP: posters, logos, menus, packaging, or signage with exact in-image text, editing an image in place while keeping its exact size, transparent PNG generation, background removal that keeps hair and glass edges, editable text layers for localization, or one consistent character from a reference. Keywords: Ideogram 4.5, Precise Edit, V4, V3, typography, aspect ratio, layerize, character reference, inpainting.
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☆ 1,0052026年10月14日 更新
Use when creating or editing music with ACE-Step models on Scenario via MCP: text-to-music songs with sung vocals from a lyric sheet, instrumental tracks, covering or restyling an existing song, repainting one section in place, changing sung lyrics, adding an instrument layer, completing a partial recording into a full arrangement, extracting stems, or choosing between Turbo and Quality lanes. Keywords: ACE-Step 1.5, cover strength, repaint, Vocal2BGM, stem separation, karaoke, BPM.
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☆ 1,0052026年10月14日 更新
Parallel web scraping and data collection from multiple sources
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。
paperclipai/companies☆ 9192026年3月24日 更新
Builds Laravel 10+ applications with Eloquent models, Sanctum authentication, Horizon queues, RESTful APIs with API resources, and Livewire reactive interfaces.
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。
paperclipai/companies☆ 9192026年3月24日 更新
Manage parallel development with Git worktrees: creation with port allocation, environment sync, branch isolation, and cleanup. Use when working multiple branches at once, running parallel CI validations, or isolating agent workspaces.
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。
borghei/Claude-Skills☆ 9112026年10月7日 更新
Multi-agent DAG orchestration for workflows where AI agents collaborate via dependency graphs, covering agent spawning, output merging, and quality evaluation. Use when a task needs multiple specialized agents or to parallelize AI 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。
borghei/Claude-Skills☆ 9112026年10月7日 更新
Run an attorney-facing knockout/availability trademark search across the United States and Canada. Use whenever a user (founder, client, or attorney) asks whether a brand, mark, name, logo, slogan, or product name is "available," "free to use," "clearable," or "already taken" — or asks Claude to "search the trademark register," "check USPTO," "check CIPO," "do a knockout search," "clearance search," "availability search," or "see if [mark] is trademarked." Trigger even when the user phrases it casually ("can I call my company X?", "is this name taken?"). Covers federal USPTO (TESS/TSDR), federal Canada (CIPO), common-law/web/state, and WIPO Madrid international. Output is a knockout availability memo with green/yellow/red verdict for attorney review. Includes professional-responsibility gating (AI-use disclosure, conflict check, scope confirmation) before substantive analysis. Not legal advice — produces work product for attorney sign-off.
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。
lawve-ai/awesome-legal-skills☆ 8652026年10月3日 更新
Verification-first methodology for the Jurisdicción Especial para la Paz (JEP), Colombia's transitional justice court under the 2016 Acuerdo Final with FARC-EP. Citations are verified against jep.gov.co before use. Covers the 11 macrocasos (from Caso 01 secuestro through Caso 11 violencia sexual, including Caso 03 falsos positivos), the three sanction tiers (propias, alternativas, ordinarias), TOAR, and the SIVJRNR sister bodies (CEV, UBPD). Guards the key structural distinctions (Sala de Reconocimiento vs Tribunal para la Paz; comparecientes FARC-EP vs Fuerza Pública vs terceros civiles; Acto Legislativo 01/2017 vs Ley Estatutaria 1957/2019). Research aid, not legal advice.
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。
lawve-ai/awesome-legal-skills☆ 8652026年10月3日 更新
Routes any legal task to the right LLM, like OpenRouter but for legal work and grounded in benchmarks instead of brand loyalty. Built from mid-2026 legal evals (legalbenchmarks.ai, Vals AI × Stanford LegalBench across 124 models, Harvey's Legal Agent Benchmark, the Atticus Project's CUAD/MAUD/ACORD) plus translation evidence (WMT25, SwiLTra-Bench, ArabLegalEval). Covers five verticals: contract drafting, info extraction, legal research, contract review, and legal translation (including Arabic/MENA). Each asks up to four questions (cost, speed, accuracy/stakes, privacy/jurisdiction/language), then returns a primary model, a fallback, what to avoid, and what a human must verify. Core principle: capability is not controllability, so every route ends with a verification step. Not legal advice; a lawyer owns the output.
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。
lawve-ai/awesome-legal-skills☆ 8652026年10月3日 更新
Asistente jurídico experto en derecho chileno. Úsalo cuando el usuario haga consultas sobre normativa, códigos, procedimientos o jurisprudencia de Chile y necesite respuestas fundamentadas con cita de ley y artículo y una fuente verificable (BCN). No usar para derecho de otros países ni como reemplazo de asesoría legal formal. Funciona SIN base de datos externa: responde con el conocimiento del modelo, por lo que debe marcar toda incertidumbre y remitir a la fuente oficial para verificación.
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。
lawve-ai/awesome-legal-skills☆ 8652026年10月3日 更新
Use when orchestrating Agent Teams for parallel development - team composition, task distribution, dependency management, and result aggregation. Triggers on /orchestrate, multi-agent coordination, parallel team work, task delegation to teammates.
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。
sangrokjung/claude-forge☆ 8572026年9月3日 更新
Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, 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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Godot Expert Analyst: Anara. Visionary project scoring and certification for Godot 4.7+ architecture. Use when evaluating project health, modernity, scalability, dependency graphs, or generating Visionary Certificates. Keywords: analyst, Anara, scoring, certification, architecture audit, ResourceLoader.get_dependencies, typed Dictionary, folder-by-feature, Visionary Certificate, Godot 4.7.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新