Guide for modern game anti-cheat architecture, Windows kernel monitoring, and detection tradeoffs. Use this skill when analyzing EAC, BattlEye, Vanguard, FACEIT AC, kernel callbacks, handle protection, manual-map detection, boot-start drivers, BYOVD, DMA threats, or behavioral telemetry in game security research.
Guide for PCIe DMA threat modeling, FPGA-based memory access, and defensive implications in game security. Use this skill when researching pcileech, BAR and TLP behavior, page-table walking, IOMMU or VT-d, device impersonation, firmware mimicry, or DMA detection and mitigation in game security research.
Guide for Windows kernel internals and security mechanisms used in game protection and low-level research. Use this skill when working with drivers, IRQL-sensitive callbacks, EPROCESS, ETHREAD, MMVAD internals, IOCTL paths, DSE, PatchGuard, HVCI, PiDDBCache, MmUnloadedDrivers, or kernel memory inspection.
A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.
A skill for planning or implementing a stable control API for external agents or Claw systems. Its description is in Chinese and focuses on layered design, query and command handling, runtime serialization, and contract documentation.
A development guide for internationalisation, the practice of preparing software to support multiple languages. It covers new text, items, events, translations, and PO/MO translation files.
A development guide for building or restructuring role-playing modes in an application, including how the system controls a character and presents choices or conversation.
This guide applies to development and code review for Fantasy / Fantasy.Net / Fantasy.Unity written in C#. Use it when a task involves Fantasy server code or Unity client code using Fantasy, ECS entities/components/systems, scenes and subscenes, FTask, network handlers/messages/protocols, Address or Roaming routing…
AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use…
Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector setproperty, scene…
Unity Editor and Player Runtime CLI integration for AIBridge. Use when Codex needs to compile Unity, inspect Console logs, search/read assets, manipulate GameObjects, Transforms, components, SerializedProperty values, scenes, screenshots/GIFs, connect to built Player runtime targets, simulate Play Mode runtime input…
Plan, generate, normalize, validate, and publish visual assets for an ADV.JS game. Use when creating character tachie and expression variants, backgrounds, CG illustrations, thumbnails, or an asset manifest; replacing placeholders with original artwork; preparing immutable CDN/COS object paths; or auditing provenance…
Debug and analyze an ADV.JS project using deterministic checks. Use when validating scripts, resolving missing character or scene references, finding dead branches or orphan scenes, measuring route coverage, inspecting compiled project context, or replaying a failing narrative path.
Play and narrate an ADV.JS visual novel through its deterministic runtime. Use when an agent must load project context, advance dialogue, choose branches, inspect stage state, move backward, manage named saves, replay a route, or present an interactive story session to a user.
Play or validate Slay the Spire 2 through the local sts2-ai-agent MCP tools, including access to live game metadata from the Mod API (cards/relics/monsters/etc.) for richer decision-making. Use when navigating the main menu, timeline, map, combat, rewards, shops, rest sites, events, chests, card selections, potions…
Build, sign, notarize, staple, validate, and troubleshoot macOS DMG releases for Java and JavaFX applications packaged with jlink/jpackage. Use when creating Developer ID signed Java desktop apps, configuring GitHub Actions release workflows, handling Apple notarization, or debugging Gatekeeper, hardened runtime, JVM…
3D asset engineer that finds, downloads, and integrates GLB/GLTF models into Three.js browser games. Use when a 3D game needs real models instead of primitive BoxGeometry/SphereGeometry shapes.
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API. Use for text-to-3D, image-to-3D, 2D concept to 3D conversion, game-ready GLB/FBX assets, characters, creatures, buildings, props, weapons, terrain pieces, auto-rigging, animation retargeting, model…
Investiga e conserta defeito no CS BRASIL / CORO SOLTO com o método que esta base pagou caro para aprender — régua antes do conserto, mutação que prova a régua, figura no tamanho em que ela é servida, e refutação do palpite óbvio antes de agir nele. Use SEMPRE que alguém reportar que algo está quebrado, errado…
Prevents common mistakes and prohibited practices in vite-threejs projects. Use before writing code to avoid bugs, memory leaks, and maintenance issues.
Manages state between Vue and Three.js via Pinia and mitt. Use when synchronizing UI state, emitting events, or implementing cross-layer communication.