Reference-only filter syntax for VSTest and MTP with MSTest, NUnit, xUnit v3, and TUnit. Load only after the platform/framework is known and a consumer needs to create or translate a filter. Do not load for unfiltered runs or platform detection. Used by run-tests and mtp-hot-reload; never invoke directly.
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。
dotnet/skills☆ 5,6212026年10月14日 更新
ALWAYS USE before running .NET tests or answering with a test command or flags. Trigger on "run the tests", "exact dotnet test command", one test/class/category/trait/target framework, combined filters, `--filter-query`, `--no-build`, `--diag`, diagnostic logs, TRX, coverage collection, crash/hang dumps, filter errors, or unrecognized options. Chooses repository-compatible classic, VSTest, bridged MTP, or native MTP syntax for MSTest/xUnit/NUnit/TUnit. DO NOT USE for platform identification alone (platform-detection), writing or debugging test code, interpreting an existing coverage report, CI investigation, migration, or a persistent hot reload/watch loop.
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。
dotnet/skills☆ 5,6212026年10月14日 更新
Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.
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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Create a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when 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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Get serialized data for a Unity `UnityEngine.Object` — all serializable fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Pair with 'object-modify' when you need to write back.
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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Modify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modification surfaces are available (`objectDiff`, `pathPatches`, `jsonPatch`) — see the skill body. Use 'object-get-data' first to inspect the object structure.
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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.
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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Unit-aware computation with Pint - convert units, dimensional analysis, unit arithmetic
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。
parcadei/Continuous-Claude-v3☆ 3,9432026年1月27日 更新
[omh] Live view of running coding units: showing which coding units are running right now, on which runtime and model, with observed tokens and elapsed time. Use when the user says: running-work-board, running work board, which units are running, what models are running, 지금 뭐 돌고 있어, 뭐가 돌고 있어, 어떤 모델로 돌고 있어, 실행 중인 작업 보여줘.
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。
rlaope/oh-my-hermes☆ 3,3622026年10月13日 更新
[omh] Buzz community agent setup or relay trouble: connect and operate Hermes as a native Buzz community agent, deliver local media with verified relay receipts, or diagnose a self-hosted Buzz relay without inventing transport evidence. Aliases: omh-buzz. Use when the user says: connect Hermes to Buzz, Buzz community agent, Buzz gateway setup, Buzz media attachment, Buzz relay self-hosting, Buzz connection diagnostics, 버즈 커뮤니티 연결, Buzz 메시지 첨부.
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。
rlaope/oh-my-hermes☆ 3,3622026年10月13日 更新
Engage Reddit, Indie Hackers, Hacker News and other communities for Product Hunt launches. Use this skill to identify relevant communities, craft appropriate posts, and drive cross-platform engagement without appearing spammy.
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。
MaxMiksa/Auto-Company☆ 3,1282026年10月4日 更新
TypeScript code shape inside a well-named module — taste, not lint. Prefer one class or namespace per file (the unit a test targets) over scattered free exports; consolidate related code, don't fragment. The unit of code should be the unit of spec. Use when authoring TS in `editor/grida-canvas*`, `editor/lib/`, or `packages/*`. Sibling to the `naming` skill; React-specific shape lives in `code-react`.
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。
gridaco/grida☆ 2,6732026年10月13日 更新
Facilitates deliberate skill development during AI-assisted coding. Offers interactive learning exercises after architectural work (new files, schema changes, refactors). Use when completing features, making design decisions, or when user asks to understand code better. Supports the user's stated goal of understanding design choices as learning opportunities.
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。
DrCatHicks/learning-opportunities☆ 2,4972026年8月20日 更新
Build a weekly cadence of customer touchpoints using Opportunity Solution Trees, assumption mapping, and interview snapshots. Use when the user mentions "continuous discovery", "opportunity solution tree", "weekly interviews", "assumption testing", "discovery habits", "product trio", "outcome-based roadmap", "how do I talk to customers regularly", "we keep building things nobody uses", or "connect research to the roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or tying discovery insights to delivery work. Covers experience mapping, co-creation, and prioritizing opportunities. For interview technique, see mom-test. For team structure, see inspired-product.
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。
wondelai/skills☆ 2,4102026年9月11日 更新
Comprehensive clinical laboratory data harmonization for multi-source healthcare analytics. Convert between US conventional and SI units, standardize numeric formats, and clean data quality issues. This skill should be used when you need to harmonize lab values from different sources, convert units for clinical analysis, fix formatting inconsistencies (scientific notation, decimal separators, whitespace), or prepare lab panels for 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。
benchflow-ai/skillsbench☆ 1,8432026年10月13日 更新
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
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-skills☆ 1,4842026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-skills☆ 1,4842026年10月9日 更新
Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.
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-skills☆ 1,4842026年10月9日 更新
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
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-skills☆ 1,4842026年10月9日 更新
Quality gate: verify each acceptance criterion of a completed task/work unit, run quality checks, and create follow-up tasks for gaps. Use before merging or to audit delivered work. Invoked as /agiflow:review-work <work-unit-or-task>. Uses get_work_unit, get_task, update_task, create_task, create_task_comment.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3052026年10月13日 更新
Analyzes species-environment relationships with constrained ordination (CCA, RDA, db-RDA), variance partitioning, indicator species (indicspecies IndVal.g group-equalized), PERMANOVA paired MANDATORILY with PERMDISP (Anderson & Walsh 2013; dispersion confounds centroid tests), Joint Species Distribution Models (HMSC, sjSDM, gjam) with explicit rejection of "residual covariance equals biotic interaction", phylogenetic community ecology (SES_MPD/MNTD), trait-environment via RLQ + fourth-corner with corrected modeltype=6 (Dray 2014), bipartite network metrics (NODF, modularity) with curveball null (Strona 2014), and Mantel-test replacements (dbRDA, GDM) for spatial data. Use when testing how environmental gradients structure communities, identifying habitat indicator taxa, partitioning variance among predictors, deciding whether PERMANOVA significance is location vs dispersion, picking among HMSC/sjSDM/gjam, or replacing Mantel tests for landscape data.
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☆ 1,2192026年8月15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。
adithya-s-k/manim_skill☆ 1,1682026年1月24日 更新