本文へ移動
cccskills

「unity」の検索結果

1,706 件 ・ 関連度順

概要と使いどころ

Deep analysis of Amazon niche markets by product ASIN, covering monopoly level, brand concentration, new product success rate, and market opportunity score. Trigger when the user mentions niche market analysis by ASIN, ASIN market research, ASIN niche lookup, monopoly assessment, brand concentration analysis, new product success rate, market demand score, competitive landscape, Amazon sub-market exploration, ASIN niche analysis, niche by ASIN, monopoly level, brand concentration, new product success rate, market opportunity score, competitive landscape, Nexscope data. Even if the user does not explicitly mention "niche market" or "ASIN", if their need involves evaluating the competitive landscape, brand density, or opportunity potential of the niche segment a specific product ASIN belongs to, this skill should also be triggered.

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/nexscope-ecommerce-skills892026年10月9日 更新

Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` 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。

ComeOnOliver/skillshub652026年6月24日 更新

Repurpose off-platform content into a native YouTube surface. Take a blog, X thread, LinkedIn post, or newsletter and turn it into a community post or poll, or a video brief (title, spoken hook, description with chapters). Leads with the payoff, converts listicles into chapters, strips off-platform artifacts, publishes via Publora on approval. Not for a fresh community post (use yt-community-post-writer), not for a hook script (use yt-hook-scripter).

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。

sergebulaev/youtube-skills562026年10月7日 更新

Scout the TouchDesigner community for what's HYPED right now — community showcases, recent tutorials, generative-AI bridges, hardware interaction trends, visual-aesthetic trends of 2025-2026 — then propose tdmcp tools that ride those trends AND are easy to build. Use whenever the user wants to brainstorm new feature ideas based on what's trending in TouchDesigner, asks for 'hype' or 'trending' features, asks 'what are people doing in TD right now / what's hot / what's hype', wants tools inspired by community trends, asks to scout TD trends/aesthetics/integrations, or says things like 'ideias hype', 'novas ideias', 'o que está em alta', 'criar ferramentas para o que está bombando', 'tendências do TouchDesigner'. Also for follow-ups: refresh, rescout one surface, re-rank under another profile, deepen a trend, or filter for buildable-easy items. This is an EXTERNAL trend ideation harness — complementary to tdmcp-feature-discovery (which is INTERNAL gap analysis). It produces `_workspace/hype-scout/HYPE_TOOL_BACKLOG.md` ranked by Hype × Build-Ease; it does NOT build. Once a feature is chosen from the backlog, hand it to tdmcp-pipeline.

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。

Pantani/tdmcp502026年8月16日 更新

Trigger when: (1) User mentions "manim" or "Manim Community" or "ManimCE", (2) Code contains `from manim import *`, (3) User runs `manim` CLI commands, (4) Working with Scene, MathTex, Create(), or ManimCE-specific classes. Best practices for Manim Community Edition - the community-maintained Python animation engine. Covers Scene structure, animations, LaTeX/MathTex, 3D with ThreeDScene, camera control, styling, and CLI usage. NOT for ManimGL/3b1b version (which uses `manimlib` imports and `manimgl` 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。

MoizIbnYousaf/marketing-cli322026年9月12日 更新

Use when you need to check an IP, domain, file hash, or URL against AlienVault OTX community pulses. Returns pulse count, key pulses, tags, related indicators, and passive DNS. Commonly invoked by investigation skills to pull community context. Retrieval only — does not interpret.

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。

Liberty91LTD/cti-skills272026年9月30日 更新

"Implement Louvain community detection to discover densely connected groups in networks. Use this skill when the user needs to find communities or clusters in social/organizational networks, segment customers by interaction patterns, or analyze network modular structure — even if they say 'find groups in this network', 'community detection', or 'network clustering'.".

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。

charlieviettq/awesome-agent-skill262026年7月20日 更新

Full project initialization wizard from ProjectConfig, including folders, packages, Git, and MCP setup. Use when setting up a new Unity project from scratch, creating the folder structure, or bootstrapping infrastructure. Triggers on requests like "set up a new project", "create folder structure", "initialize the project", or "/uw-cmd-setup-project". Reads ProjectConfig.yaml for all decisions.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null reference exception", "test is failing", "unexpected behavior", "something broke", or any debugging task. Four-phase framework (gather evidence, isolate, hypothesize, fix) that ensures understanding before attempting solutions.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have 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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Wwise audio middleware integration for Unity including events, banks, RTPC, spatial audio, and callback handling.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

UniTask async/await patterns for Unity including cancellation, lifecycle binding, and coroutine interop.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

VContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity profiling patterns including ProfilerMarkers, FrameTimingManager, memory profiling, and performance budgets.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

MemoryPack high-performance binary serialization for Unity including custom formatters, versioning, and performance 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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity NavMesh pathfinding patterns, safety checks, and performance optimization.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新