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cccskills

文档与 Office技能

Word、Excel、PowerPoint、PDF、会议纪要、手册(3615 个)

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Use when a task needs the judgment of a Chemical Technician — running a routine or non-routine lab analysis under an SOP, reading a control chart or calibration-check trend for drift, deciding whether to release, hold, or escalate a QC result, troubleshooting an instrument or reagent problem on the bench, or handling chain-of-custody and hazardous-chemical storage/documentation.

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wonsukchoi/domain-experts232026年10月19日 更新

Unity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers Cinemachine 3.x API. Based on Unity 6.3 LTS documentation.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 performance profiling and optimization guide. Use when profiling, optimizing frame rate, reducing memory usage, debugging performance bottlenecks, or using the Profiler, Memory Profiler, or Frame Debugger. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

unity-2d

免费

Unity 6 2D game development guide. Use when building 2D games, working with sprites, sprite atlas, SpriteRenderer, tilemaps, 2D physics (Rigidbody2D, Collider2D), 2D lighting, sorting layers, or sorting groups. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity async and coroutine correctness patterns. Catches common mistakes with Awaitable double-await, missing cancellation tokens, thread context after BackgroundThreadAsync, coroutine error swallowing, batch mode WaitForEndOfFrame, and Addressables handle leaks. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 editor scripting and custom tools guide. Use when creating custom inspectors, EditorWindows, PropertyDrawers, Gizmos, Handles, menu items, or editor extensions. Covers SerializedObject/SerializedProperty pattern, AssetDatabase, and editor-only code with #if UNITY_EDITOR. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 platform targeting and build guide. Use when building for specific platforms, configuring build profiles, using platform scripting defines (#if UNITY_IOS, #if UNITY_ANDROID), optimizing for mobile, WebGL, or consoles, working with Addressables/asset bundles, or choosing between IL2CPP and Mono. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 C# scripting guide. Use when writing MonoBehaviour scripts, handling lifecycle events (Awake, Start, Update, FixedUpdate), using coroutines or async/await (Awaitable), working with ScriptableObjects, events, delegates, or core APIs like Vector3, Quaternion, Time, Debug. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 core concepts and architecture guide. Use when working with GameObjects, Components, Transforms, Scenes, Prefabs, ScriptableObjects, or Unity project structure. Covers the entity-component architecture, object hierarchy, tags, layers, and project conventions. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 graphics and rendering guide. Use when working with render pipelines (URP, HDRP, Built-in), shaders, Shader Graph, materials, textures, cameras, post-processing, or rendering optimization. Covers Render Graph, batching, draw call optimization, and GPU instancing. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 Input System guide. Use when handling player input, controls, gamepad, keyboard, mouse, touch, or XR controllers. Covers the new Input System package (recommended), Input Actions, Action Maps, Control Schemes, PlayerInput component, and input debugging. Based on Unity 6.3 LTS documentation.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity lifecycle and execution order correctness patterns. Catches common mistakes with initialization ordering, destruction timing, fake-null, disabled components, editor vs runtime init, DontDestroyOnLoad, and async destruction. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization, and scene management. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Unity 3D math correctness patterns. Catches common mistakes with coordinate spaces, Quaternion, Vector3, Plane, Bounds, Transform hierarchies, raycasting projection, and floating-point precision. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio232026年7月8日 更新

Strip workflow notes, engineering meta text, status remarks, workspace references, and other process-facing language from any final deliverable such as a PPT, DOCX, PDF, report, manuscript, or submission package. Use when preparing a final export, submission-ready artifact, or client-facing handoff.

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zxzin/runpro232026年7月19日 更新

Replace sentence-by-sentence revised or paraphrased text back into an original paper or document while preserving the original formatting, typography, paragraph settings, citation layout, and document conventions as the source of truth. Use when the user provides revised text that maps back to original sentences, paragraphs, sections, or the whole document, but may also contain clear local sentence merges or splits, and asks to replace it back into the source, keep the original formatting, do sentence-by-sentence replacement, preserve original formatting, or only swap wording without rewriting the document. Only allow minimal edits to the rewritten text when fixing citation formatting, restoring protected original content, restoring the original person reference, or minimally splitting/merging text back into original sentence slots; otherwise do not improve grammar, style, logic, or wording.

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zxzin/runpro232026年7月19日 更新

This skill synchronizes plugin skills (plugins/synapse-a2a/skills/) with the current implementation, README.md, and guides folder. Use this skill when implementation changes have been made, new features added, or documentation updated, to ensure plugin skills stay up-to-date. Triggered by /sync-plugin-skills command or when significant code changes are detected.

中文简介正在准备中。当前显示原文说明。

s-hiraoku/vscode-sidebar-terminal222026年10月21日 更新

This skill provides guidance for maintaining documentation consistency with implementation in the vscode-sidebar-terminal project. Use this skill when creating or updating documentation, verifying documentation accuracy, preparing releases, or when the codebase has changed and documentation may need updates. This skill should be used proactively after implementing features or bug fixes.

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s-hiraoku/vscode-sidebar-terminal222026年10月21日 更新

Create or update the DocC documentation in Sources of a spark-ios-component-XXX.

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leboncoin/spark-ios222026年10月24日 更新

Create a new component in the Modules folder from template with proper documentation and placeholders replacement.

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leboncoin/spark-ios222026年10月24日 更新

Uses symbolic execution (angr) to solve constraint-based malware problems — finding inputs that reach a target branch, recovering keys/passwords from a check routine, and brute-forcing opaque predicates — by generating a ready-to-edit angr harness. Activates for requests to use symbolic execution, solve a malware unlock check with angr, or recover an input that reaches a code path.

中文简介正在准备中。当前显示原文说明。

meltedinhex/analyst-ai-pack222026年7月7日 更新

Establishes safe practices for acquiring, storing, transferring, and disposing of malware samples: password-protected archives, neutralized extensions, hashing for identity, and chain-of-custody. Activates for requests about safely storing or sharing malware, sample handling hygiene, or defanging artifacts.

中文简介正在准备中。当前显示原文说明。

meltedinhex/analyst-ai-pack222026年7月7日 更新