Internal implementation skill invoked by /add-native for native background GPS tracking with durable storage and Dataverse sync using @microsoft/power-apps-native-bglocation.
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。
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概要と使いどころ
Internal implementation skill invoked by /add-native for native background GPS tracking with durable storage and Dataverse sync using @microsoft/power-apps-native-bglocation.
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。
Diagnose and fix failures in a built third-party `.ppmplugin` control: crashes, silent no-ops, PCF error outputs, or incorrect behavior. Uses the reported symptom, `shared/error-codes.md`, and file-level evidence to trace the manifest, Android/iOS modules, PCF dispatch, and build configuration. Produces a ranked diagnosis, asks for approval, then applies a surgical fix while keeping the committed manifest and affected contracts synchronized. Re-validates manifest changes through /generate-ppmplugin-manifest.
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。
Statically audit a built `.ppmplugin` before wrap testing. Checks archive layout, manifest compatibility, bundle consistency, Android DEX integrity and SDK leakage, iOS framework structure, native source-to-receiver alignment, and the PCF composite-key/sendAsync transport contract. Reports CRITICAL, WARNING, and INFO findings with fixes routed to the owning stage; never modifies the archive. Requires `jar`; `dexdump` or `strings` improves DEX inspection. Run after /assemble-ppmplugin or standalone on an existing bundle.
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。
Surfaces PAC CLI upload errors and Dataverse async operation errors, pattern-matches against a known failure catalog, and optionally auto-fixes identified issues. Use when asked to: "diagnose deployment", "debug deployment", "deployment failed", "show deployment errors", "fix deployment issues", "show upload logs", "why did my deploy fail", or "troubleshoot upload".
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。
Generate the dispatcher PCF for a third-party `.ppmplugin` (wrap-runtime) control. Runs `pac pcf init` in the pcf/ subfolder, rewrites ControlManifest.Input.xml from ARCHITECTURE §6, and writes index.ts derived from ARCHITECTURE §4 (message contract), §8 (PCF surface), §9 (error UX) — no placeholders. The bridge dispatches the composite key `<name>/<receiver>` to `NativeModules.<nativeModule>.<method>` via the host-injected `window.PowerApps.NativeExtension.sendAsync` global (never `cordova.exec` — not in the PCF sandbox); also emits a `PowerAppsNativeExtension.d.ts` ambient declaration. Responses are peeled with `extractResponse`. Emits structured JSON debug/error logs. Validated by `npm run build`. **Local only** — does not deploy. Needs only `pac` CLI. Run after the native module exists. Uses npm (not pnpm).
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。
Use when the user wants to enable offline mode for a Power Apps mobile app and create a Mobile Offline Profile in Dataverse — designs per-table row scope, relationships, columns, and sync frequency through a 3-gate approval flow.
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。
Use when the user wants to estimate the download size + sync frequency cost of an offline profile BEFORE pushing to users. Read-only. Wraps verify-offline-profile.js with per-table row-count estimates.
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。
Internal mobile-app workflow read and executed only by mobile orchestrators to change one table's scope, columns, or sync settings in a Mobile Offline Profile.
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。
Use when the user needs to bind users or teams to a Mobile Offline Profile so they actually receive offline sync on their devices. Without this, the profile exists in Dataverse but no one's app uses it.
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。
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。
Use when structuring Unity 6.3 C# code: ScriptableObject data vs runtime state, events and services, inventory, health, save and load, Input System actions and key rebinding, async with Awaitable, assembly definitions, Enter Play Mode and domain reload, .meta files, Git, Smart Merge and LFS. Also when 'my save works in the Editor but not in the build', statics keep values on the second Play, events fire twice or never, an await runs after its object died, rebinds are lost on relaunch, a renamed class loses its data, a scene merge breaks.
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。
Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.
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。
Use when producing UGC-style creator video with Scenario: a talking-head ad or testimonial from a portrait and a script, a founder clip, a product demo or unboxing, a reaction or before-after cut, a faceless voiceover over b-roll, or vertical social video for TikTok, Reels, or Shorts that must feel filmed on a phone rather than produced. Keywords: UGC, creator ad, talking head, testimonial, avatar, lipsync, founder video, social proof, faceless voiceover, organic, vertical video.
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。
Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert 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。
Use when generating or editing video on Scenario via MCP: text-to-video, a music video from a song, image-to-video (still animation, frame anchors), motion prompting, lipsync and talking avatars, dubbing a clip, video upscale to 4K, prompt-based editing, trim, split, concat, extend, reframe, resize, background removal, frame or audio extraction, long video jobs, or a clip over a duration limit. Keywords: txt2video, img2video, video2video, audio2video, I2V, T2V, V2V, localization.
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。
Use when animating a character or prop in Maya through Python: a walk or run cycle, a jump or landing, a heavy lift, throw or punch, an acting or dialogue shot, lip sync, eye darts and blinks, stepped blocking, splining, polish, Graph Editor tangents, animation layers, mocap cleanup or retargeting, game clips and root motion, or reviewing a playblast. Also when motion looks floaty, weightless, mushy, poppy, posey, sliding or chattery, or feet slap or skate.
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。
Use when generating or editing video with Grok Imagine models on Scenario via MCP: text-to-video, image-to-video from a first frame, reference-to-video with @image tags for consistent people, products, or clothing, prompt-based editing, extending a clip from its last frame, native audio with lip-synced dialogue and sound effects, or choosing between first-frame and reference conditioning. Keywords: Grok Imagine Video 1.5, R2V, Grok Edit Video, Grok Extend Video, xAI, T2V, I2V, V2V.
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。
Use when generating or editing video with Kling models on Scenario via MCP: text-to-video, image-to-video with first and last frames, multi-shot sequences with per-shot prompts, consistent characters via elements and reference images, prompt-based video editing, motion transfer from a driving video (motion control, mocap), lipsync to audio or text, talking avatars, native audio and dialogue, or picking 720p, 1080p, or 4K tiers. Keywords: Kling V3, O1, 2.6, Omni, Kuaishou, T2V, I2V, V2V.
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。
Use when turning a song, track, or audio master into a finished music video with Scenario and Seedance: planning shots against beats and sections, transcribing lyrics, generating clips that cut to music, keeping the shots' own sound while the song stays the only score, assembling a delivery over the untouched master soundtrack, or verifying the final cut. Keywords: music video, beat sync, shot list, lyric transcription, reference frames, ffmpeg assembly, Seedance.
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。
Guide and execute the migration of asynchronous code from RxJava to Kotlin Coroutines and Flow. Use this skill when a user asks to convert RxJava (Observables, Singles, Completables, Subjects) to Coroutines (suspend functions, Flows, StateFlows).
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。
Guidance on implementing the Data Layer using Repository pattern, Room (Local), and Retrofit (Remote) with offline-first synchronization.
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。
Manage GitOps workflows with Flux and ArgoCD. Use for sync status, reconciliation, app management, source management, and GitOps troubleshooting.
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。
Sync every enabled repo in the curated skill index and open a confirmation-gated PR. Use when refreshing already-indexed sources. Don't use for adding new repos, improving a single skill, or installing skills locally.
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。
Generate AI videos using Volcengine Seedance model. Supports text-to-video (T2V), image-to-video (I2V), and audio-synced video generation. Use this skill when the user wants to create or generate videos.
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。