Analyze and design an Attio request governor with separate read and write budgets, query-score awareness, bounded retries, and observable backpressure. Use when an Attio integration receives 429 responses or needs safe concurrency controls. Trigger with "Attio rate limits", "Attio 429", or "throttle Attio requests".
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。
jeremylongshore/tons-of-skills-marketplace☆ 2,8352026年10月13日 更新
Govern Alchemy compute usage and spend with current account evidence, workload attribution, budgets, and reversible optimizations. Use when forecasting or reducing Alchemy cost. Trigger with "Alchemy cost", "Alchemy compute units", or "reduce Alchemy spend".
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。
jeremylongshore/tons-of-skills-marketplace☆ 2,8352026年10月13日 更新
Separate Adobe development, stage, and production organizations/projects/workspaces, credentials, profiles, storage, events, budgets, and evidence. Use when the task requires adobe multi-environment isolation. Trigger with "Adobe environments", "separate Adobe staging", or "Adobe workspace 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。
jeremylongshore/tons-of-skills-marketplace☆ 2,8352026年10月13日 更新
Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.
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。
majidmanzarpour/threejs-game-skills☆ 2,4912026年9月28日 更新
Makes systems debuggable and reliably operable — instrumentation, alerting that is worth waking for, service objectives, and learning from failure. Use this to instrument a service, fix alerting that is ignored, set error budgets or reliability targets, prepare for on-call, or run a blameless post-incident 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。
cbrock84/headcount☆ 2,0422026年9月18日 更新
Define and implement Service Level Indicators (SLIs) and Service Level Objectives (SLOs) with error budgets and alerting. Use when establishing reliability targets, implementing SRE practices, or measuring service 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。
rmyndharis/antigravity-skills☆ 1,7502026年10月1日 更新
Optimize UI performance against Core Web Vitals — LCP, INP, CLS — with loading/code-split strategy, layout-shift prevention, and animation performance rules. Use when the user wants to improve speed, fix jank or layout shift, hit Web Vitals budgets, or make a UI feel fast on low-end devices.
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。
plugin87/ux-ui-agent-skills☆ 1,6182026年10月11日 更新
Optimize existing Azure resources and analyze Reservations or Savings Plans. WHEN: "optimize Azure costs", "reduce cloud spending", "rightsize resources", "find idle resources", "orphaned disk", "deleted VM still charged", "public IP still charging", "reservation utilization", "Savings Plan coverage", "commitment recommendation", "why is pay-as-you-go still charged". DO NOT USE FOR: cost spikes, forecasts, pricing estimates, budgets, or governance.
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/azure-skills☆ 1,5632026年10月13日 更新
Analyze actual Azure spend, bill changes, and AKS or AI costs. WHEN: "Azure cost breakdown", "most expensive resources", "why did my bill increase", "cost spike", "unexpected charge", "Cosmos DB charges", "Foundry model costs", "AKS cluster cost", "namespace cost", "enable AKS cost analysis", "idle AKS capacity". DO NOT USE FOR: forecasts, pricing estimates, rightsizing, commitments, or budgets.
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/azure-skills☆ 1,5632026年10月13日 更新
Performance, load, and reliability (SLO/SRE) planning for production readiness. Use when defining service level objectives, load characterization, capacity, latency budgets, stress/soak/spike test plans, false-positive baselines, and reliability targets. USE FOR: SLO/SLA definition, load testing plan, performance budget, capacity planning, reliability/SRE backlog, latency targets, error-budget policy. DO NOT USE FOR: executing load tests (use Azure Load Testing tooling), security threat modeling, RAI assessment, privacy/compliance planning, or authoring/restating PRD requirements (cite the PRD's existing NFR/FR ids 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。
microsoft/hve-core☆ 1,5212026年10月13日 更新
Authoring conventions for exploratory data analysis notebooks and analytical dashboards, covering section sequence, visualization selection, scale thresholds, caching and state, and dashboard validation budgets. Use when composing or reviewing an EDA notebook, an analytical dashboard, or a dashboard test pass.
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-core☆ 1,5212026年10月13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-skills☆ 1,4682026年10月9日 更新
Anti-slop skill for PRODUCT UI - dashboards, data tables, forms, multi-step flows, settings, list/detail, app shells. The agent reads the surface, budgets the frame first, and ships dense interfaces that are correct at every edge case (overflow, long labels, empty/error/loading states, i18n expansion, keyboard/a11y). House-system-first; maps to Carbon/Polaris/Atlaskit/Fluent/Primer/Material3/Radix-shadcn/Ant. The counterpart to taste-skill, which owns landing/portfolio/marketing.
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。
huytieu/COG-second-brain☆ 1,2772026年10月2日 更新
Use when targeting Global Biogeochemical Cycles (GBC) or deciding whether a biogeochemical-cycling manuscript fits this venue. Encodes the journal's system-scale fluxes/budgets/feedbacks fit, the quantitative biogeochemistry evidence bar, AGU FAIR data-deposition expectations, house style, official-submission re-check, and desk-reject heuristics.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2482026年9月27日 更新
Use when auditing an ACL submission before an ACL Rolling Review cycle deadline, covering long/short paper page budgets, the mandatory Limitations section, Responsible NLP checklist, anonymized PDFs and supplements, preprint declarations, dual-submission rules, resubmission linking, and ARR desk-reject triggers on OpenReview.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2482026年9月27日 更新
Implement, review, or improve WidgetKit widgets and controls. Use when building Home Screen, Lock Screen, StandBy, or CarPlay widgets with timeline providers; configurable widgets with AppIntentTimelineProvider; interactive widgets or Control Center controls with Button/Toggle wiring; WidgetKit push reloads, refresh budgets, deep links, Smart Stack relevance, Liquid Glass/accented rendering, widget extension setup, WidgetBundle, App Groups, and entitlements.
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。
dpearson2699/swift-ios-skills☆ 1,1922026年8月1日 更新
Reduce LLM API and infrastructure costs through model selection, prompt caching, batching, caching, quantization, and self-hosting strategies. Track spend by team and model, set budgets, and implement cost-aware routing.
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。
BagelHole/DevOps-Security-Agent-Skills☆ 1,1582026年5月22日 更新
Paid advertising automation for Google Ads, Meta Ads, and other ad platforms. Creates campaigns, optimizes budgets, manages keywords, writes ad copy, and tracks ROAS. Leverages third-party ad management skills when available. Use when the user needs ad campaigns, PPC, SEM, paid traffic, or says 'run ads', 'Google Ads', 'Meta Ads', 'Facebook Ads', 'ad campaign', 'PPC', 'ROAS', or 'paid traffic'.
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。
iamzifei/show-me-the-money☆ 1,0802026年9月1日 更新
Break down Claude Code costs using the Agent Monitor pricing engine. Shows per-model costs (input, output, cache_read, cache_write at $/Mtok rates), per-session costs, daily trends, and compaction baseline token recovery. Use when analyzing spending, comparing model costs, or planning budgets.
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。
hoangsonww/Claude-Code-Agent-Monitor☆ 1,0692026年10月12日 更新
Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.
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☆ 9922026年10月13日 更新
Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.
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☆ 9922026年10月13日 更新
Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.
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☆ 9922026年10月13日 更新
Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.
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☆ 9922026年10月13日 更新
Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.
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☆ 9922026年10月13日 更新