GitHub Actions workflow patterns for React Native iOS simulator and Android emulator cloud builds with downloadable artifacts. Use when setting up CI build pipelines or downloading GitHub Actions artifacts via gh CLI and GitHub API.
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。
jaem1n207/synchronize-tab-scrolling☆ 192026年10月14日 更新
ESLint is the standard linting tool for JavaScript and TypeScript projects. It statically analyzes your code to find problems, enforce coding conventions, and catch bugs before they reach production. ESLint 9 introduced the flat config format, replacing the legacy `.eslintrc` system with a simpler, more composable `eslint.config.js` file. With a rich plugin ecosystem covering React, TypeScript, accessibility, and import ordering, ESLint is the backbone of code quality in modern web development.
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。
jaem1n207/synchronize-tab-scrolling☆ 192026年10月14日 更新
Audit web pages and components for WCAG 2.2 accessibility compliance. Use when a user asks to check accessibility, find a11y issues, audit for WCAG compliance, fix screen reader problems, check color contrast, ensure keyboard navigation works, or prepare for accessibility regulations like the European Accessibility Act or ADA.
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。
jaem1n207/synchronize-tab-scrolling☆ 192026年10月14日 更新
Write and maintain end-to-end tests with Playwright. Use when someone asks to "add e2e tests", "test my web app", "set up Playwright", "write browser tests", "test login flow", "visual regression testing", "test across browsers", or "automate UI testing". Covers test setup, page objects, authentication, API mocking, visual comparisons, and CI integration.
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。
jaem1n207/synchronize-tab-scrolling☆ 192026年10月14日 更新
Mechanical consistency check for game design — answers "is the design consistent with itself?" — plus changed-scope impact analysis across all three GDD axes: systems, flows, and content types. Offline and deterministic: greps the facts registry against the documents (numbers, terms, IDs, duplicate & dangling references, roster↔disk, map freshness, Depends 3-way, status/version, AC presence, placeholder leaks, flow & content schema), and from a git diff computes which dependent systems, flows, and content a change affects. Scope is inferred: a named document checks that document; an unverified diff triggers a changed-scope pass; otherwise everything. Use when the user wants a consistency or impact check, e.g. "verify the design", "what did this change affect", "find broken references in the design". Conflicts triage into four tracks; the entailed fixes hand off to /unikit-gd-apply in one pass. This is the mechanical pass — for a subjective "is this design good" quality critique use /unikit-gd-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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Execute the tasks from an already-created feature plan in .unikit/code/plans/ — read the plan manifest (the PLAN.md file in the plan folder), work through the uncompleted tasks in order, write the code, mark progress, and resume across sessions. Supports selective runs by phase or by task numbers, and continuing from where the last session stopped. Use whenever a plan exists and the user wants to build it, e.g. "implement", "implement the plan", "start coding", "execute the plan", "run the plan", "do the next task", "implement phase 3", "implement tasks 2.1 and 2.3", "continue implementation", "continue where we left off", "keep going on the feature". To create the plan first, use the planning skill — this one carries an existing plan out.
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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.
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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Curate the project's knowledge base and memory in .unikit/memory/ — the indexed reference library of coding standards and framework usage patterns. ALWAYS use this skill whenever the user adds knowledge from a source: a URL, a file, a folder path, a PDF, an article, or a book — any path/link/document is a strong signal for the knowledge base, not a quick rule. Also use it to research or document how the project uses a framework, or to add a researched core/stack knowledge entry. Sub-commands by phrasing: "migrate the rules" or "promote rules" runs migrate-rules; "optimize the knowledge base" or "optimize the rules" runs optimise (extract large sections into references); "validate" re-syncs RULES_INDEX.md; "--module <id>" targets a module. For a quick one-line convention or correction typed as a prompt ("always do X", "never use Y", "remember this") with no source, use /unikit-rules; for architecture decisions use ARCHITECTURE.md.
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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Qualitative quality review of game design documents — answers "is this design good, and does it follow best practices?" — across all three GDD axes: systems, flows, and content types. Fans out adversarial lenses (completeness, clarity, pillar alignment, systems-math, fantasy-delivery, feasibility, scope) plus domain lenses that check it against the game-design rules, each prompted to find problems rather than validate; produces a severity-graded verdict and a two-bucket report (apply-ready fixes vs research), handed to /unikit-gd-apply or /unikit-gd-explore in one move. Scope is inferred: a named system, flow, or content type reviews that document; "all" runs a cross-document review. Use when the user wants a critique, quality judgment, or rules check of the design, e.g. "review the combat GDD", "review the onboarding flow". This is the subjective quality pass — for a mechanical consistency check (numbers, terms, IDs, references matching the registry) use /unikit-gd-verify.
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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Record a finding about the configured engine MCP server into .unikit/MCP-RECHECK-NOTES.md — the project's log of what has to be re-checked here. Use right after a call reported success while changing nothing, ate an argument, or validated a broken state, e.g. "write this down", "record this MCP finding", "the server lied — note it", "add a recheck note", "trap this". Takes three forms of input: the finding in one line, a path to a plan file (harvests the "## MCP Findings" table of that plan and nothing else), or nothing at all — then it takes findings already in the session first, and offers to scan the tables of plans touched since the last audit. The table only, never the plan body. Writes in the one allowed genre — a check to perform; never a lifted gate, never a named workaround, never a claim about what the server can or cannot do. Makes zero MCP calls and needs no editor. To replay, retire, or upstream existing notes use /unikit-mcp-audit 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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.
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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Senior {{engine_name}}/{{engine_code_language}} developer that performs direct, ad-hoc code tasks without a formal plan — and the code-execution engine other unikit skills and agents delegate to. Use it whenever the user asks to do something in code right now, e.g. "add this method to this class", "refactor this function", "write a script that does X", "change this code", "optimize this class". Phrases like "without a plan", "no plan", "just do it", or "directly" are strong signals to use this skill rather than planning. Covers writing, refactoring, optimizing, and discussing {{engine_code_language}} code and patterns (DI, ECS, MVC, state machines, event systems). For a larger multi-step feature, plan it with /unikit-plan and build it with /unikit-implement — this skill is for direct, unplanned code 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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.
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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
Orchestrate the remote rules registry — the shared registry (often connected as a local folder or git repo) that the project's rules are published to and pulled from. Three modes, picked from the user's wording: create scaffolds a new local rules registry ("create a local rules registry", "init a rules registry"); update migrates/promotes local knowledge-base rules from .unikit/memory/ into the remote registry with automatic semver bumps ("migrate local rules to the remote registry", "promote my rules to the registry", "push local rules", "publish local rules", "update the rules registry"); sync pulls registry updates back into memory ("sync the rules registry", "pull registry updates"). Pass "--module <id>" to scope to one knowledge-base module. This skill ONLY orchestrates the CLI (`unikit-ai rules *`) — it never edits .unikit.json or .unikit/memory/ sources directly.
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。
NintendaDev/unikit-ai☆ 192026年10月14日 更新
สร้างประกาศรับสมัคร, คัดกรอง resume, interview script, onboarding checklist — บริบทกฎหมายแรงงานไทย
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。
aiunlocked1412/claude-skill-unlock☆ 192026年4月17日 更新
Firmware development for the Waveshare ESP32-S3-RLCD-4.2 (SKU 33298 / 33507, and the -EN variant) — an ESP32-S3-WROOM-1-N16R8 AIoT board built around a 4.2" fully reflective 300x400 monochrome LCD on a Sitronix ST7305/ST7306, with no backlight, plus an ES8311 speaker codec, an ES7210 dual-microphone ADC, an SHTC3 temperature/humidity sensor, a PCF85063A RTC, a microSD/TF slot on SDMMC, an 18650 holder with battery sensing, BOOT/KEY/PWR buttons and a 2x8 2.54 mm expansion header. Use when working on this board: project setup, platformio.ini, the qio_opi PSRAM memory type, the pin map and which header pins are traps, U8g2 and the ST7305 constructor, a blank or shifted panel, ST7305 low-power mode HPM/LPM, the shared I2C bus and its four slaves, I2S audio directions and the speaker amplifier enable, mounting the TF card, battery voltage, USB CDC console with no UART bridge, flashing over Type-C, deep sleep, 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☆ 192026年9月25日 更新
Firmware development for the Guition JC4880P443C_I_W (JC4880P443, JC4880P443C, often mistyped JC4880P433) — a 4.3" 480x800 IPS touch display board on the JC-ESP32P4-M3 module (ESP32-P4NRW32, 32 MB PSRAM, 16 MB flash, ESP32-C6 Wi-Fi co-processor on SDIO) — its ST7701S MIPI-DSI panel, GT911 touch, backlight, ES8311 codec with speaker amp and mic, microSD, RS485, battery charger, 2x13 header, and the PlatformIO + ESP-IDF (pioarduino) setup around them. Use when working on this board: project setup, platformio.ini and sdkconfig.defaults, the P4 silicon revision and an "Illegal instruction" boot, a black DSI screen, ST7701 init sequence and timings, GT911 init errors, backlight PWM, choosing a free GPIO, Wi-Fi through esp_hosted and esp_wifi_remote, SD card, audio, flashing over USB-C, 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☆ 192026年9月25日 更新
Firmware development for the Arduino Nano (A000005, ATmega328P @ 16 MHz, 5 V) — its 30 KB usable flash, 2 KB SRAM, 1 KB EEPROM, 8-channel 10-bit ADC, six 8-bit PWM pins across three timers, UART shared with the USB-serial chip, I2C on A4/A5, SPI on D10–D13, sleep modes, and the Arduino AVR core + PlatformIO setup around them. Use when working on this board or any ATmega328P Nano clone (FTDI or CH340 USB): project setup, platformio.ini, old-vs-new bootloader uploads, pin mapping, A6/A7 restrictions, timer/Servo/tone conflicts, the 2 KB SRAM budget, analog references, powering from VIN, ICSP recovery, 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☆ 192026年9月25日 更新
Plan or review software architecture through a small expert panel. Use when the user explicitly asks for architecture planning, system design, technical strategy, an architecture assessment, a design review, or a system health review. Do not use for ordinary PR review, debugging, or implementation.
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。
nanocoai/nanoclaw-templates☆ 192026年9月16日 更新
Create and refine websites, slides, prototypes, and design systems through the local OpenDesign MCP. Use OpenDesign Cloud by default, or Local Codex and secure BYOK only when the user explicitly selects them.
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。
nexu-io/open-design-agent-plugins☆ 192026年8月24日 更新
Comprehensive MCP server development guide covering FastMCP 2.14.3 features, Anthropic standards, ecosystem integration, and production deployment across all agentic IDEs
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13日 更新
Expert in Continental tradition from Kant through phenomenology, existentialism, structuralism, and post-structuralism
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13日 更新
Scholar of medieval philosophy covering Aquinas, Scotus, Ockham, and the synthesis of Aristotelian philosophy with Christian theology
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13日 更新
Expert in phenomenological method and existentialist philosophy from Husserl through Sartre, Heidegger, and Merleau-Ponty
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13日 更新