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-skills☆ 1,4682026年10月9日 更新
Use when optimizing, auditing, or preparing to ship web animations or rendering performance work: frame loops, scroll/viewport reveals, mount/unmount transitions, canvas/WebGL lifecycles, reduced motion, lazy rendering, and deferred off-screen work. Use for jank, per-frame allocations, forced reflows, render loops, animations that do not pause off-screen, content-visibility, requestIdleCallback, analyzing Chrome DevTools performance traces for animation or rendering issues, or choosing between browser-driven CSS/WAAPI, minimal JS, phase, and Motion/GSAP. Use when the user explicitly asks about phase APIs or behavior. Do not use during exploratory animation ideation, prototyping, visual iteration, or trying variants, even when the code already imports phase; wait until the user asks for performance guidance, an audit, production implementation, ship-readiness review, or about phase itself.
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。
vercel-labs/phase☆ 982026年10月9日 更新
AID methodology phase gate enforcement. Ensures work follows correct 6-phase order (Discovery -> PRD -> Tech Spec -> Impl Plan -> Dev -> QA & Ship). Enforces gates, validates transitions. Use before any work to check the current phase and refuse work belonging to a later phase.
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。
ilandahan/AID☆ 102026年9月23日 更新
Animation, morphing, and shader best practices for Liquid Glass and SwiftUI motion on iOS 26+/macOS 26+ through iOS 27. Use when animating glass or building UI motion: glassEffectID, @Namespace morphing, GlassEffectContainer spacing, glassEffectUnion, glassEffectTransition (.matchedGeometry/.materialize), withAnimation, springs, UnitCurve, PhaseAnimator, KeyframeAnimator, @Animatable, matchedTransitionSource, navigationTransition zoom, scrollTransition, visualEffect, Metal shaders (colorEffect, distortionEffect, layerEffect, [[stitchable]]), accessibilityReduceMotion gating, Instruments/xctrace profiling of hangs and animation hitches. Also fires on symptoms: glass morph not animating, view pops in instead of morphing, glass fades instead of materializing, morph flickers with Reduce Motion, menu glass morphs as a rectangle, animation runs on insert but not removal, PhaseAnimator loops forever or fires once, shader shows clipped edges (maxSampleOffset), animation hitches or main-thread hangs while scrolling glass chrome. For static glass, availability gating, toolbars, UIKit/AppKit glass, or accessibility of the material itself use the liquid-glass skill 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。
YordiLorenzo/liquid-glass-skills☆ 62026年8月9日 更新
Implement, review, or improve SwiftUI animations and transitions. Use when adding explicit animations with withAnimation, configuring implicit animations with .animation(_:body:) or .animation(_:value:), configuring spring animations (.smooth, .snappy, .bouncy), building phase or keyframe animations with PhaseAnimator/KeyframeAnimator, creating hero transitions with matchedGeometryEffect or matchedTransitionSource, adding SF Symbol effects (bounce, pulse, variableColor, breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion.
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。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
Reviews iOS animation code for correctness, performance, accessibility, and Apple API best practices. Use when reviewing .swift files containing animation code — withAnimation, .animation(), PhaseAnimator, KeyframeAnimator, matchedGeometryEffect, navigationTransition, CABasicAnimation, CASpringAnimation, UIViewPropertyAnimator, UIDynamicAnimator, symbolEffect, scrollTransition, contentTransition, or custom Transition conformances.
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。
existential-birds/beagle☆ 822026年9月16日 更新
Write Swift animation code using Apple's latest frameworks — SwiftUI animations, Core Animation, and UIKit. Prefer first-party APIs over third-party libraries. Use when implementing iOS animations, writing animation code, building transitions, creating gesture-driven interactions, or converting animation specs/designs into working Swift code. Covers iOS 18 through iOS 26 APIs including KeyframeAnimator, PhaseAnimator, custom Transition protocol, zoom navigation transitions, matchedGeometryEffect, symbol effects, mesh gradients, and SwiftUI-UIKit animation bridging.
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。
existential-birds/beagle☆ 822026年9月16日 更新
Expert-level thermodynamics knowledge. Use when working with heat, temperature, entropy, thermodynamic laws, heat engines, refrigerators, phase transitions, statistical mechanics, or thermodynamic cycles. Also use when the user mentions 'entropy', 'enthalpy', 'Carnot', 'heat engine', 'thermodynamic cycle', 'ideal gas', 'phase transition', 'Gibbs free energy', 'specific heat', 'thermal equilibrium', or 'second law'.
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。
luokai0/ai-agent-skills-by-luo-kai☆ 122026年5月6日 更新
Expert-level condensed matter physics knowledge. Use when working with crystal structure, band theory, semiconductors, superconductivity, magnetism, phase transitions, Fermi liquids, topological materials, or strongly correlated systems. Also use when the user mentions 'band gap', 'Fermi energy', 'semiconductor', 'superconductor', 'phonon', 'crystal lattice', 'Brillouin zone', 'Bloch theorem', 'Hall effect', 'magnetism', 'phase transition', or 'topological insulator'.
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。
luokai0/ai-agent-skills-by-luo-kai☆ 122026年5月6日 更新
Apple SwiftUI 宣言的 UI フレームワークリファレンス。 View, VStack, HStack, ZStack, List, NavigationStack, TabView, State, Binding, Bindable, Environment, EnvironmentObject, sheet, fullScreenCover, modifier, animation, withAnimation, Animation, Transition, matchedGeometryEffect, PhaseAnimator, KeyframeAnimator。
Fandhe-AI/agent-reference-skills☆ 42026年10月13日 更新
The technique catalog: five velocity-matched SEAMS (zoom-through, INVERSE zoom-through, cut-the-curve, waterfall cut, rack-focus blur-cut) plus the two in-scene techniques — waterfall ENTRY (staggered arrival cascades for title cards / segment openers) and the nudge curve (slow-fast-slow three-phase group slides). Covers partial-travel (~12% of frame) velocity matching via mirrored power4 eases, the Z scale-sign rule, size-scaled blur (10px text / 18-20px full-frame), word-by-word staggered cuts, cascade pacing by element weight, and the 10/65/25 slide ratio. Read before authoring any transition, text-beat handoff, kinetic text entry, or group reposition. [depth, zoom, inverse-zoom, scale-sign, mirrored-zoom, rack-focus, pacing, velocity, cut-the-curve, waterfall, stagger, cascade, kinetic-text, title-card, segment-opener, nudge, slide, easing, group-motion, z-depth, motion-graphics, cinematic, transition, blur, directional-continuity]
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。
heygen-com/hyperframes☆ 6.2万2026年10月13日 更新
Creates explicit validation checkpoints (verification gates) between project phases to catch errors early and ensure quality before proceeding. Use when the user asks about quality gates, milestone checks, phase transitions, approval steps, go/no-go decision points, or preventing cascading errors across a multi-step workflow. Produces acceptance criteria checklists, automated CI gate configurations, manual sign-off requirements, and conditional review rules for scenarios such as security changes, API changes, or database migrations.
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。
rohitg00/skillkit☆ 1,5482026年6月2日 更新
4-phase discovery workflow with decision gates, phase transitions, success metrics, and state tracking
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。
nWave-ai/nWave☆ 6162026年9月16日 更新
SwiftUI animation patterns — implicit/explicit animations, transitions, phase/keyframe animations, the Animatable protocol, and the @Animatable macro. Use when implementing animations, transitions, or motion in SwiftUI views.
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。
Prisma-Labs-Dev/apple-skills☆ 3402026年9月26日 更新
States of matter, phase transitions, kinetic molecular theory, atmospheric chemistry, green chemistry, and sustainable synthesis. Covers solid/liquid/gas/plasma properties, phase diagrams, vapor pressure, gas laws, ozone chemistry, greenhouse effect, the 12 principles of green chemistry, atom economy, solvent selection, and catalysis for sustainability. Use when reasoning about material properties, environmental chemistry, or designing greener chemical processes.
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Multi-agent exploration-to-PR pipeline for safely exploring, fixing, and shipping a feature or CLI. Use when the user says: "explore X", "test and ship X", "run the pipeline on X", "run /feature-pipeline on X", "let's properly investigate X", "stress-test X and file issues", or "take X through the full pipeline." Also triggers on: "find what's broken in X", "test X end-to-end", "do a sandbox review of X", "file issues for X and fix them." Do NOT use for single-file bug fixes or one-off edits — the overhead is only justified when exploration, planning approval, and CI watching all matter. Manages state via scripts/state.sh (jq required). Five phases: LIGHTER explores → ORCHESTRATOR drafts PR → HEAVIER plans (user approves first) → ORCHESTRATOR commits → HEAVIER sandbox review → LIGHTER iterates CI → LIGHTER drift check + summary. Four mandatory stop hooks (M1–M4) gate each phase transition.
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。
gaia-research/gaia-skill-tree☆ 232026年10月13日 更新
Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Run work as an explicit event-driven state machine executed by subagents. The orchestrator is the runtime from the canonical loop — `state, effects = init(machine); execute(effects); while state is active: event = nextEvent(); state, effects = transition(machine, state, event); execute(effects); return state.output`. All routing judgment is authored ONCE, at plan time, into a machine file (states, event alphabet, transition table, budgets, final states); at runtime the orchestrator does pure table lookups and dispatches effects — it never decides, never authors, never ingests artifacts. Subagent/sync protocol is the timeboxed-iterating one: role prompts scaffolded once to disk and dispatched BY PATH, an initialiser preamble every subagent reads first, a self-populating cheatsheet, per-unit files, tiny structured returns, independent measurement gate. Use when the user says "workmachine", "run this as a state machine", "state-machine this", or when a goal has a small number of clearly named phases with explicit outcomes (built / passed / failed / blocked) and you want the routing to be auditable rather than judged on the fly. For clock-driven loops use timeboxed-iterating; for wide graphs with judged edge criteria use workgraph.
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。
av/skills☆ 192026年10月12日 更新
AID Phase 4 - Development phase. Use for implementing features, TDD practices, code reviews, transitioning from planning to QA.
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。
ilandahan/AID☆ 102026年9月23日 更新
Route user requests to the right skill, decompose complex work into parallel subagents, and manage project phase transitions. Load when the user asks "what should I do next", "which skill should I use", "orchestrate this", "run the full workflow", "split this into parallel tasks", or when a complex request spans multiple skills. Also triggers on "coordinate agents", "parallel execution", "task decomposition", "agent workflow", "what phase am I in", or when the user gives a broad instruction that requires multiple skills in sequence. This is the project's brain — it decides what runs, when, and whether to parallelise.
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。
dvy1987/agent-loom☆ 32026年8月8日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
calesthio/OpenMontage☆ 6.8万2026年10月13日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
heygen-com/hyperframes☆ 6.2万2026年10月13日 更新
Use when completing a plan, finishing a development branch, wrapping up a session, or at any natural transition between work phases — reviews skill-bus telemetry to identify subscription gaps and suggest improvements
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。
composio-community/awesome-claude-plugins☆ 1,9422026年7月26日 更新
Implement, diagnose, or review SwiftUI motion using explicit and scoped implicit animations, springs, transitions, PhaseAnimator, KeyframeAnimator, matched geometry or navigation zoom, SF Symbol effects, and custom Animation types. Use when views should animate on state changes, insertion, removal, navigation, or multi-step choreography, or when motion must respect Reduce Motion and Swift concurrency.
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。
dpearson2699/swift-ios-skills☆ 1,1922026年8月1日 更新