VitePress 1.x — Vue-powered static site generator for documentation sites, built on Vite
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
VitePress 1.x — Vue-powered static site generator for documentation sites, built on Vite
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。
Maintain this repository's Mintlify documentation from uploaded Markdown files. Use when asked to add, update, or organize docs pages in `docs/`, place new content under `get_started`, `core`, `core/models`, or `troubleshooting`, and keep `docs/docs.json` navigation in sync with new pages.
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。
Push committed changes and create a draft PR on GitHub. Use when you have staged changes ready to push and want to open a draft PR for early feedback or documentation.
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。
Regenerate and commit Class S site-served artifacts after registry changes, then sync documentation across the main repo and the adjacent wiki. Use this skill when: you've changed registry/nodes/, registry/named/, or named-skills.json and need to regenerate docs/graph/* so the live website reflects the update; CI Guard E (docs-cohesion.yml) is failing because Class S artifacts are out of date; someone says "sync the docs", "regenerate docs", "run gaia dev docs", "update the site graph", "commit the Class S artifacts", "website is stale", or "update the wiki"; or you're finishing a registry PR and need to ensure docs/graph/gaia.json, docs/graph/gaia.gexf, docs/graph/gaia.svg, and docs/graph/named/index.json are committed alongside the source change. Also covers updating README.md, docs/index.html, and mirroring changes to the adjacent wiki repo at ../gaia-wiki.
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。
This skill enables GitHub repository documentation exploration using DeepWiki API directly via curl. Use when researching repository structure, understanding library APIs, or asking questions about open-source projects. MCP server not required.
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。
This skill synchronizes plugin skills (plugins/synapse-a2a/skills/) with the current implementation, README.md, and guides folder. Use this skill when implementation changes have been made, new features added, or documentation updated, to ensure plugin skills stay up-to-date. Triggered by /sync-plugin-skills command or when significant code changes are detected.
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。
Create a new component in the Modules folder from template with proper documentation and placeholders replacement.
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。
Structures a clear, actionable malware analysis report covering summary, sample identity, capabilities, IOCs, ATT&CK mapping, and detection guidance for both technical and decision-making audiences. Activates for requests to write, structure, or review a malware analysis or reverse-engineering report.
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。
Entry point for documentation skills covering Upstash Search quick starts, core concepts, and TypeScript SDK usage. Use when a user asks how to get started, how indexing works, or how to use the TS client.
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。
Conduct digital forensics investigations — evidence acquisition, timeline analysis, and court-ready documentation.
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。
Build and govern scalable design systems with tokens, components, documentation, and adoption strategy.
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。
Research libraries and APIs automatically by pulling live documentation into the agent's context before answering. Use when writing code against unfamiliar or fast-moving libraries so examples match current versions.
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。
Perform business analysis — requirements gathering, process mapping, gap analysis, and stakeholder-ready documentation.
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。
Design tools for AI agents — clean function interfaces, typed schemas, informative errors, idempotency, and tool documentation. Use when giving an agent new capabilities or fixing flaky tool use.
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。
Unity 6 platform targeting and build guide. Use when building for specific platforms, configuring build profiles, using platform scripting defines (#if UNITY_IOS, #if UNITY_ANDROID), optimizing for mobile, WebGL, or consoles, working with Addressables/asset bundles, or choosing between IL2CPP and Mono. Based on Unity 6.3 LTS documentation.
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。
Unity 6 C# scripting guide. Use when writing MonoBehaviour scripts, handling lifecycle events (Awake, Start, Update, FixedUpdate), using coroutines or async/await (Awaitable), working with ScriptableObjects, events, delegates, or core APIs like Vector3, Quaternion, Time, Debug. Based on Unity 6.3 LTS documentation.
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。
Unity 6 XR development guide. Use when building VR, AR, or MR experiences. Covers XR Interaction Toolkit, XR Plug-in Management, OpenXR, hand tracking, controllers, haptics, AR Foundation (plane detection, anchors, image tracking), and platform-specific setup (Meta Quest, Apple Vision Pro). Based on Unity 6.3 LTS documentation.
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。
Unity lifecycle and execution order correctness patterns. Catches common mistakes with initialization ordering, destruction timing, fake-null, disabled components, editor vs runtime init, DontDestroyOnLoad, and async destruction. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.
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。
Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization, and scene management. Based on Unity 6.3 LTS documentation.
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。
Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.
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。
Unity 6 packages and services guide. Use when working with Package Manager, installing/updating packages, scoped registries, or Unity Gaming Services (Authentication, Cloud Save, Analytics, Leaderboards, Matchmaker). Covers essential packages list and version compatibility. Based on Unity 6.3 LTS documentation.
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。
Unity 6 testing guide. Use when writing unit tests, integration tests, or doing TDD with Unity Test Framework. Covers Edit Mode and Play Mode tests, NUnit attributes ([Test], [UnityTest], [SetUp], [TearDown]), testing MonoBehaviours and coroutines, and CI/CD integration. Based on Unity 6.3 LTS documentation.
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。
Unity 6 physics development guide. Use when working with Rigidbody, colliders, raycasting, triggers, collisions, joints, or physics simulation. Covers PhysX 5 (3D) and Box2D (2D) physics, FixedUpdate timing, layer masks, and contact data. Based on Unity 6.3 LTS documentation.
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。
Unity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers Cinemachine 3.x API. Based on Unity 6.3 LTS documentation.
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。