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Orchestrate App Store releases with asc, including staging a version, uploading or building an artifact, publishing, and submitting for review. Use when the user wants to prepare or execute a release. Keep Game Center item preparation in this skill; route other readiness failures, stuck submissions, cancellation, and retry decisions to asc-submission-health.

中文简介正在准备中。当前显示原文说明。

rorkai/app-store-connect-cli-skills10962026年10月20日 更新

Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal maps, 2D animation, a platformer or top-down controller ("make a platformer controller that feels good", coyote time, jump buffer, one-way platforms, spikes), Pixel Perfect Camera, a follow or room camera, hit stop and screen shake; or when pixel art looks blurry or shimmers, tiles show seams, 2D lights do nothing or cost too much, the jump feels floaty, or the camera loses the player when falling.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when making or fixing particle effects and game feel in Godot 4.7: GPUParticles3D or GPUParticles2D explosion, fireball projectile with trail, impact, sparks, smoke, shockwave, ribbon trails, sub-emitters, particle collision, color curve does nothing, particles pop out or vanish, effect too heavy on mobile, CPUParticles fallback for Compatibility or web, overdraw, hit-stop, freeze frame, screen shake, juice.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: players do not appear on the client, 'rpc node checksum failed', 'node not found' on an RPC, desync, the server build is huge, a client never connects.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when animating a character or prop in Maya through Python: a walk or run cycle, a jump or landing, a heavy lift, throw or punch, an acting or dialogue shot, lip sync, eye darts and blinks, stepped blocking, splining, polish, Graph Editor tangents, animation layers, mocap cleanup or retargeting, game clips and root motion, or reviewing a playblast. Also when motion looks floaty, weightless, mushy, poppy, posey, sliding or chattery, or feet slap or skate.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin, jump and fall poses) and per-level layers (parallax background and midground, seamless wall texture, platform strip, props). Also use when a magenta key eats part of a sprite, a walk loop will not close, a slash trail keys into a solid block, generated textures do not tile, or poses on one sheet will not split.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10732026年10月20日 更新

All-in-one project configuration and health management. Sets up new projects (settings.local.json, CLAUDE.md, .gitignore), audits existing projects (permissions, context quality, MCP coverage, leaked secrets, stale docs), tidies accumulated cruft, captures session learnings, and adds permission presets. Uses sub-agents for heavy analysis to keep main context clean. Trigger with 'project health', 'check project', 'setup project', 'kickoff', 'bootstrap', 'tidy permissions', 'clean settings', 'capture learnings', 'audit context', 'add python permissions', or 'init project'.

中文简介正在准备中。当前显示原文说明。

jezweb/claude-skills10712026年10月9日 更新

Conventions for writing justfile recipes in Nix-based projects.

中文简介正在准备中。当前显示原文说明。

srid/emanote9652026年7月26日 更新

senior-pm

免费

Senior PM for enterprise software and SaaS — portfolio management, quantitative risk analysis, prioritization, and executive reporting. Use for portfolio health reviews, board-ready status reports, and multi-project risk/capacity analysis.

中文简介正在准备中。当前显示原文说明。

borghei/Claude-Skills9542026年10月7日 更新

Senior Quality Manager Responsible Person (QMR) for HealthTech and MedTech. Use for management reviews, quality objectives and KPIs, quality culture, and Notified Body / FDA inspection prep per ISO 13485 Clause 5.5.2.

中文简介正在准备中。当前显示原文说明。

borghei/Claude-Skills9542026年10月7日 更新

Cross-functional organizational health check scoring 8 dimensions on a traffic-light scale. Use when assessing company health, preparing for board reviews, identifying at-risk functions, or diagnosing cross-functional problems.

中文简介正在准备中。当前显示原文说明。

borghei/Claude-Skills9542026年10月7日 更新