Add p-value brackets, significance asterisks, and effect-size annotations to distribution plots using ggpubr, ggsignif, and statannotations with correct test selection (parametric vs non-parametric vs paired), multiple-testing adjustment, and rendering of negative results. Use when a boxplot/violin/raincloud needs in-figure statistical comparisons between groups.
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。
GPTomics/bioSkills☆ 1,2232026年8月15日 更新
Use when connecting to Xcode via MCP, using xcrun mcpbridge or the headless mcp-server, or working with ANY Xcode MCP tool (XcodeRead, BuildProject, RunSomeTests, RenderPreview). Covers setup, tool reference, workflows, 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。
CharlesWiltgen/Axiom☆ 1,2122026年10月14日 更新
Use when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit, or adding touch controls or game controller support. Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController.
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。
CharlesWiltgen/Axiom☆ 1,2122026年10月14日 更新
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion.
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。
CharlesWiltgen/Axiom☆ 1,2122026年10月14日 更新
Builds multiplayer spatial board games using TabletopKit on visionOS. Use when creating tabletop game experiences with boards, pieces, cards, or dice; managing seats, turns, equipment state, TabletopAction flows, or TabletopInteraction delegates; synchronizing gameplay through FaceTime Group Activities; rendering with RealityKit; or implementing snapping, tosses, and physics on a virtual table surface.
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☆ 1,1992026年8月1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☆ 1,1992026年8月1日 更新
Profile, diagnose, and remediate SwiftUI runtime performance using code review, Instruments, and repeatable measurements. Use when a SwiftUI screen renders slowly, scrolling or animations hitch, view bodies update excessively, list identity churns, layout work spikes, or broad Observation dependencies raise CPU cost. Covers evidence-based triage, SwiftUI Instruments lanes, lazy-container guardrails, state lifetime, and before/after verification.
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☆ 1,1992026年8月1日 更新
Build alternative browser engines using BrowserEngineKit. Use when developing a non-WebKit browser engine for iOS/iPadOS in supported regions, managing web content/rendering/networking extension processes, configuring GPU and networking process capabilities, checking alternative-engine device eligibility, or reviewing BrowserEngineKit entitlements and Info.plist 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。
dpearson2699/swift-ios-skills☆ 1,1992026年8月1日 更新
Use when testing, debugging, or making targeted improvements to rendered frontend apps through the Frontend Design Skills or web dev plugin: local dev servers, UI regressions, interaction bugs, console errors, responsive layout, and visual QA. Check whether the Browser plugin is available and use it first when it is; otherwise use regular Playwright with the recorded reason.
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。
fcakyon/claude-codex-settings☆ 1,1782026年10月14日 更新
Use when the task involves reading, creating, or editing `.docx` documents, especially when formatting or layout fidelity matters; prefer `python-docx` plus the bundled `scripts/render_docx.py` for visual checks.
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。
fcakyon/claude-codex-settings☆ 1,1782026年10月14日 更新
React composition patterns that scale. Use when refactoring components with boolean prop proliferation, building flexible component libraries, or designing reusable APIs. Triggers on tasks involving compound components, render props, context providers, or component architecture. Includes React 19 API changes.
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。
fcakyon/claude-codex-settings☆ 1,1782026年10月14日 更新
Create and edit presentation slide decks (`.pptx`) with PptxGenJS, bundled layout helpers, and render/validation utilities. Use when tasks involve building a new PowerPoint deck, recreating slides from screenshots/PDFs/reference decks, modifying slide content while preserving editable output, adding charts/diagrams/visuals, or diagnosing layout issues such as overflow, overlaps, and font substitution.
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。
fcakyon/claude-codex-settings☆ 1,1782026年10月14日 更新
Trigger when: (1) User mentions "manimgl" or "ManimGL" or "3b1b manim", (2) Code contains `from manimlib import *`, (3) User runs `manimgl` CLI commands, (4) Working with InteractiveScene, self.frame, self.embed(), ShowCreation(), or ManimGL-specific patterns. Best practices for ManimGL (Grant Sanderson's 3Blue1Brown version) - OpenGL-based animation engine with interactive development. Covers InteractiveScene, Tex with t2c, camera frame control, interactive mode (-se flag), 3D rendering, and checkpoint_paste() workflow. NOT for Manim Community Edition (which uses `manim` imports and `manim` CLI).
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。
adithya-s-k/manim_skill☆ 1,1742026年1月24日 更新
Maintain, debug, and recover MTGA's Trae native custom-model route. Use when Trae native integration fails, Trae updates shift ai_agent.dll hook offsets, errors such as 4028/4054/429 appear, native rewriter or SseOpenPayload URL rewriting needs diagnosis, or Codex needs to avoid repeating prior renderer-JS/private-protocol dead ends.
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。
BiFangKNT/mtga☆ 1,1692026年6月18日 更新
Use when the user wants to develop, run, preview, save, deploy, or roll back a CloudBase Web app in this conversation as a Lovable/Codex-Sites-like vibe- coding session — i.e. any request that maps to "spin up a React+Vite project, see it live in the browser, iterate, save versions, deploy". Activate ONLY for browser-rendered Web projects based on the CloudBase official React (or Vue) + Vite template. Do NOT activate for: WeChat/Alipay mini-program, React Native / Flutter / Electron, pure cloud functions / CloudRun backends, or Next.js / Nuxt / Astro / Remix / SvelteKit (those frameworks are explicitly out of scope).
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。
TencentCloudBase/CloudBase-AI-Toolkit☆ 1,1372026年10月15日 更新
Use when driving a web page in a browser — clicking, typing, navigating, logged-in or JS-rendered pages. Jev picks each step from the elements observed, under a host allowlist and a step budget.
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。
kerpopule/hermes-jev-skills☆ 1,1272026年10月15日 更新
Render Codex, Claude Code, OpenClaw, or Pi session JSONL transcripts as a searchable, shareable single-file HTML viewer.
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。
openclaw/agent-skills☆ 1,1052026年10月15日 更新
Render an ordered timeline of one Claude Code session's events (every event type) with per-event durations and tool names, reconstructed from Agent Monitor data. Pairs PreToolUse with PostToolUse to compute tool durations and surfaces gaps, errors, and compaction points. Use when reconstructing what happened in a session step by step.
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☆ 1,0802026年10月12日 更新
Render the multi-agent orchestration DAG for a session — parent→child subagent edges, tree depth, and fan-out — from the Agent Monitor workflow intelligence API. Cross-checks the orchestration dataset against the raw agent records and session detail. Use when visualizing how a session's agent structure was organized.
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☆ 1,0802026年10月12日 更新
Generate AI images using Gemini or GPT APIs directly. Covers model selection (Gemini for scenes; GPT Image 2 for text rendering, batch variations, multi-reference compositing; GPT Image 1.5 for transparent icons), the 5-part prompting framework, API calling patterns, multi-turn editing, and quality assurance. Produces photorealistic scenes, icons, illustrations, OG images, posters, infographics, and product shots. Use when building websites that need images, creating marketing assets, or generating visual content. Triggers: 'generate image', 'ai image', 'create hero image', 'make an icon', 'generate illustration', 'create og image', 'poster', 'infographic', 'image variations', 'gpt-image-2', 'ai art', 'image generation'.
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。
jezweb/claude-skills☆ 1,0652026年10月9日 更新
Generate and render-verify publication-quality mathematical-modeling figures from saved evidence, using the approved figure plan, source data, claim, type, and consistent visual system.
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。
zhnnky329/MathModeling-skills☆ 1,0582026年9月24日 更新
After Effects animation rendering for web and React applications. Use this skill when implementing Lottie animations, JSON vector animations, interactive animated icons, micro-interactions, or loading animations. Triggers on tasks involving Lottie, lottie-web, lottie-react, dotLottie, After Effects JSON export, bodymovin, animated SVG alternatives, or designer-created animations. Complements GSAP ScrollTrigger and Framer Motion for scroll-driven and interactive animations.
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。
freshtechbro/claudedesignskills☆ 1,0572025年11月20日 更新
Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials.
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。
freshtechbro/claudedesignskills☆ 1,0572025年11月20日 更新
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
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。
freshtechbro/claudedesignskills☆ 1,0572025年11月20日 更新