Generate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.
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-studio☆ 222026年7月8日 更新
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
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-studio☆ 222026年7月8日 更新
Opt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecture_pattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or testable game code. Triggers on "set up DI", "add dependency injection", "create a service", "wire up dependencies", "make this testable", "decouple these systems", "add a command pattern", "cross-feature communication", or architecture discussions involving testability, decoupling, and service layers. Only activates when ProjectConfig.yaml -> architecture_pattern is "di-first". For simpler projects, use uw-scriptable-object-arch instead.
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-studio☆ 222026年7月8日 更新
Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.
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-studio☆ 222026年7月8日 更新
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
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-studio☆ 222026年7月8日 更新
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
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-studio☆ 222026年7月8日 更新
Unity UI/UX pattern design-to-code translation. Screen flow architecture, View/ViewModel separation, HUD architecture, feedback & juice systems, dynamic list/grid views, transition & animation contracts. UI Toolkit only. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.
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-studio☆ 222026年7月8日 更新
Unity NPC behavior design-to-code translation. Perception system architecture, decision layer patterns, action execution pipeline, faction & relationship systems, NPC memory & forgetting, crowd & squad coordination. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.
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-studio☆ 222026年7月8日 更新
Unity ScriptableObject patterns for data management, configuration, and runtime systems.
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-studio☆ 222026年7月8日 更新
Use when absorbing ideas, capabilities, workflows, architecture, quality systems, ecosystem extensions, or engineering practices from any reference system into the current project through original, project-native redesign rather than copying.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when designing, implementing, or reviewing Tailwind CSS design systems, token mapping, theme extension, utility class governance, component variants, dark mode, responsive utilities, safelists, or maintainable class composition; Chinese triggers include Tailwind, design Token, component variants, dark mode, class management.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when a task needs the judgment of an Electrical Engineer working in power systems — sizing a service or feeder from NEC demand factors, running a short-circuit study and checking breaker interrupting ratings, computing arc-flash incident energy and assigning a PPE category, checking protective-device coordination (selectivity), or reviewing a single-line diagram before construction.
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。
wonsukchoi/domain-experts☆ 212026年10月12日 更新
Use when a task needs the judgment of a Data Warehousing Specialist — defining the grain of a fact table before modeling it, choosing a slowly changing dimension (SCD) type for a dimension attribute, designing an incremental ETL/ELT load strategy against a full-refresh alternative, resolving a conformed-dimension conflict across source systems, or diagnosing why a BI report's numbers don't reconcile to the source 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。
wonsukchoi/domain-experts☆ 212026年10月12日 更新
Use when a task needs the judgment of a computer programmer implementing to a given specification — translating a design/pseudocode/systems-analyst spec into working code in a specified language, flagging spec ambiguity before writing code, maintaining or modernizing an existing codebase against its original contract, or writing unit tests that prove the implementation matches the spec (not designing the system the spec describes).
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。
wonsukchoi/domain-experts☆ 212026年10月12日 更新
Use when a task needs the judgment of a Civil Engineer — sizing stormwater detention/drainage systems, checking foundation bearing capacity against a geotechnical report, verifying IBC/ASCE 7 code compliance for site civil work, reviewing construction RFIs against stamped drawings, or evaluating value-engineering changes for safety-margin impact.
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。
wonsukchoi/domain-experts☆ 212026年10月12日 更新
Use when a task needs the judgment of an Aircraft Structure, Surfaces, Rigging, and Systems Assembler — deciding whether an out-of-tolerance hole or fastener needs a nonconformance report versus a field fix, verifying torque and calibration status before a fastener installation, diagnosing a FOD (foreign object debris) risk before closing a structure, or reading a drawing callout against a conflicting work instruction.
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。
wonsukchoi/domain-experts☆ 212026年10月12日 更新
Expert guidance for Domain-Driven Design architecture and implementation. Use when designing complex business systems, defining bounded contexts, structuring domain models, choosing between modular monolith vs microservices, implementing aggregates/entities/value objects, or when users mention "DDD", "domain-driven design", "bounded context", "aggregate", "domain model", "ubiquitous language", "event storming", "context mapping", "domain events", "anemic domain model", strategic design, tactical patterns, or domain modeling. Helps make architectural decisions, identify subdomains, design aggregates, and avoid common DDD 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。
joaquimscosta/arkhe-claude-plugins☆ 212026年8月14日 更新
Analyze system architecture, module structure, API contracts, data models, and code patterns. Use when designing systems, reviewing module boundaries, evaluating API designs, analyzing data models, checking pattern conformance, tracing decisions, or reviewing frontend architecture. Triggers: "architecture", "module design", "API design", "data model", "boundaries", "patterns", "decisions", "frontend architecture".
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。
joaquimscosta/arkhe-claude-plugins☆ 212026年8月14日 更新
Writes, reviews, and debugs idiomatic Rust code with memory safety and zero-cost abstractions. Implements ownership patterns, manages lifetimes, designs trait hierarchies, builds async applications with tokio, and structures error handling with Result/Option. Use when building Rust applications, solving ownership or borrowing issues, designing trait-based APIs, implementing async/await concurrency, creating FFI bindings, or optimizing for performance and memory safety. Invoke for Rust, Cargo, ownership, borrowing, lifetimes, async Rust, tokio, zero-cost abstractions, memory safety, systems programming.
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。
dirien/yet-another-agent-harness☆ 202026年5月31日 更新
Implements concurrent Go patterns using goroutines and channels, designs and builds microservices with gRPC or REST, optimizes Go application performance with pprof, and enforces idiomatic Go with generics, interfaces, and robust error handling. Use when building Go applications requiring concurrent programming, microservices architecture, or high-performance systems. Invoke for goroutines, channels, Go generics, gRPC integration, CLI tools, benchmarks, or table-driven testing.
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。
dirien/yet-another-agent-harness☆ 202026年5月31日 更新
Master Rust async programming with Tokio, async traits, error handling, and concurrent patterns. Use when building async Rust applications, implementing concurrent systems, or debugging async code.
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。
dirien/yet-another-agent-harness☆ 202026年5月31日 更新
Writes, debugs, and refactors JavaScript code using modern ES2023+ features, async/await patterns, ESM module systems, and Node.js APIs. Use when building vanilla JavaScript applications, implementing Promise-based async flows, optimising browser or Node.js performance, working with Web Workers or Fetch API, or reviewing .js/.mjs/.cjs files for correctness and best practices.
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。
dirien/yet-another-agent-harness☆ 202026年5月31日 更新
Implements advanced TypeScript type systems, creates custom type guards, utility types, and branded types, and configures tRPC for end-to-end type safety. Use when building TypeScript applications requiring advanced generics, conditional or mapped types, discriminated unions, monorepo setup, or full-stack type safety with tRPC.
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。
dirien/yet-another-agent-harness☆ 202026年5月31日 更新
Optimize and stress-test a logistics system end-to-end — chains route optimization, warehouse operations review, inventory demand forecasting, supply chain risk analysis, and peak-load testing. Use for delivery platforms, warehouse management systems, fleet routing, or supply chain software.
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。
tinh2/skills-hub-registry☆ 202026年9月5日 更新