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cccskills

「movement」の検索結果

297 件 ・ 関連度順

概要と使いどころ

Compose IRQL (Incident Response Query Language) queries for Kusto cybersecurity investigations. Translates natural language hunting questions into composable IRQL pipelines using Get_*, Extract_*, and Enrich_* functions. WHEN: IRQL query, security hunt, threat hunting KQL, incident response query, compose hunting pipeline, failed logins, phishing investigation, lateral movement, process execution, file creation events.

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/skills3,1102026年10月14日 更新

When the user wants a comprehensive App Store market overview, daily/weekly market briefing, or combined view of chart movements, trending keywords, featured apps, and new releases. Also use when the user mentions "market overview", "what's happening on the App Store", "market briefing", "weekly report", "market trends", or "state of the market". For chart-specific rank changes only, see market-movers. For keyword trends only, see keyword-research.

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。

appeeky/aso-skills2,1732026年10月7日 更新

When the user wants to choose, change, or evaluate their App Store / Google Play category and subcategory — including primary vs secondary category trade-offs, chart-rank competitive analysis, category-driven discoverability, and how category choice affects featuring eligibility. Use when the user mentions "which category", "App Store category", "primary category", "secondary category", "change my category", "Health & Fitness vs Lifestyle", "Productivity vs Utilities", "rank higher in a smaller category", "category chart", "subcategory", "Play Store category", or "should I switch categories". For full ASO health beyond category, see aso-audit. For competitor analysis within the chosen category, see competitor-analysis. For chart movements within categories, see market-movers.

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。

appeeky/aso-skills2,1732026年10月7日 更新

When the user wants to monitor competitor apps on an ongoing basis — tracking metadata changes, keyword shifts, screenshot updates, rating trends, or new features. Use when the user mentions "competitor monitoring", "track competitors", "competitor alert", "competitor changed their title", "watch a competitor app", "competitor weekly report", "competitive intelligence", or "what changed in competitor's listing". For a one-time deep competitive analysis, see competitor-analysis. For market-wide chart movements, see market-movers.

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。

appeeky/aso-skills2,1732026年10月7日 更新

Compose IRQL (Incident Response Query Language) queries for Kusto cybersecurity investigations. Translates natural language hunting questions into composable IRQL pipelines using Get_*, Extract_*, and Enrich_* functions. WHEN: IRQL query, security hunt, threat hunting KQL, incident response query, compose hunting pipeline, failed logins, phishing investigation, lateral movement, process execution, file creation events.

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-skills1,5632026年10月13日 更新

Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

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-skills1,4682026年10月9日 更新

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

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-skills1,4682026年10月9日 更新

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

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-skills1,4682026年10月9日 更新

Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

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-skills1,4682026年10月9日 更新

Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).

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-skills1,4682026年10月9日 更新

Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.

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-skills1,4682026年10月9日 更新

roguelike

無料

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

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-skills1,4682026年10月9日 更新

Build a short-term (13-week) cash flow forecast to see if you can cover what's due. Use when asked to build a cash flow forecast, a 13-week cash flow, a cash projection, or to plan around a cash crunch. Produces a week-by-week forecast structure — opening cash, expected inflows, scheduled outflows, net movement, and closing/low-point — with the formulas and a worked example, plus the levers if cash goes tight. Not financial advice.

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。

mohitagw15856/pm-claude-skills1,4412026年10月13日 更新

Set up competitor price tracking and monitoring workflows. Track price changes, detect promotions, analyze pricing patterns, and get alerts for competitive price movements.

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。

nexscope-ai/eCommerce-Skills1,1332026年8月26日 更新

Physics-based animation library combining React Spring (spring dynamics, gesture integration, 60fps animations) and Popmotion (low-level composable animation utilities, reactive streams). Use when building fluid, natural-feeling UI animations, gesture-driven interfaces, physics simulations, or spring-loaded interactions. Triggers on tasks involving React Spring hooks, spring physics, inertia scrolling, physics-based motion, animation composition, or natural UI movements. Alternative physics approach to motion-framer for more physically accurate 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/claudedesignskills1,0402025年11月20日 更新

Use when generating video with Vidu models on Scenario via MCP: text-to-video, image-to-video from a single still, start and end frame interpolation, reference-to-video keeping characters and props consistent from up to 7 reference images or reference videos, anime-style motion, movement amplitude control, or deciding between Q3, Q2, Q1, and 2.0 tiers. Keywords: Vidu Q3 Pro, Q2 Turbo, Shengshu Technology, T2V, I2V, R2V, Reference2V, start end frame, background music toggle.

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/skills9922026年10月13日 更新

Turning research artifacts into actionable PM insight. Customer interviews, user research notes, support ticket reviews, sales call transcripts, survey data, in-app feedback, all synthesized into the decisions they are meant to inform. The discipline of moving from raw discovery data to clear product direction without losing signal in the synthesis or fabricating insight that was not actually there. Triggers on research synthesis, customer interview synthesis, user research analysis, discovery readout, research insights, sales call analysis, support ticket analysis, qualitative data analysis. Also triggers when a team has done research but cannot turn it into decisions, when synthesis is producing pretty decks but no roadmap movement, or when an upcoming PM decision needs to be grounded in research already conducted.

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。

rampstackco/claude-skills9542026年10月7日 更新

Monitor token prices and trigger alerts on significant movements

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。

paperclipai/companies9202026年3月24日 更新

A fluid-simulation cursor — pointer movement splats swirling, glowing dye (full multi-pass WebGL fluid sim). A marketing-grade hero backdrop. One per view; scrim behind text. Renders a static frame under prefers-reduced-motion.

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/motion-anything8612026年7月7日 更新

Expert blueprint for AI pathfinding (tower defense, RTS, stealth) using NavigationAgent2D/3D, NavigationServer, avoidance, and dynamic navigation mesh generation. Use when implementing enemy AI, NPC movement, or obstacle avoidance. Keywords NavigationAgent2D, NavigationRegion2D, pathfinding, NavigationServer, avoidance, baking, NavigationObstacle.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

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。

jame581/GodotPrompter8152026年10月12日 更新

Price and volume tracker for [REPLACE: TOKEN_SYMBOL] with anomaly alerts above [REPLACE: ALERT_THRESHOLD_PCT]% movement

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。

aeonfun/aeon7732026年10月12日 更新