Control Unity Editor via OpenClaw Unity Plugin. Use for Unity game development tasks including scene management, GameObject/Component manipulation, debugging, input simulation, and Play mode control — including arbitrary C# execution (script.execute) and reflection-based editor calls, which can modify scenes, assets…
PRIMARY BUILDING METHOD - Use for ALL construction tasks. Build structures using declarative JSON schematics with 2D layer grids. Describe WHAT to build, the server handles HOW. Supports COMPACT FORMAT (70% fewer tokens) with run-length encoding. Use this instead of WorldEdit commands for reliable, predictable builds.
Train a custom YOLO object detection model from any YouTube gameplay video. Provide a video URL and target classes, and this skill handles the entire pipeline autonomously — frame extraction, AI-powered labeling, data augmentation, training, and evaluation with iterative improvement.
Fetches Defold manuals and documentation. Use when looking up how Defold features work, understanding concepts, components, workflows, platform setup, or needing guidance beyond API reference.
Solve an interactive hidden-rule ARC-AGI-3 game from its game ID. Contains the complete playing doctrine (predict before every action, graded claims, one-page notes, optional executable-rules search) plus the arc harness the agent drives. Use whenever asked to solve, play, or continue an ARC-AGI-3 game.
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.
Use this skill when building Solana-enabled games or apps in Godot 4 with the Godot Solana SDK. Triggers include: Solana transactions in GDScript, SPL tokens or NFTs in a Godot project, connecting browser or mobile wallets (Phantom, Solflare, Backpack) in a Godot game, calling Anchor smart contracts from GDScript…
Debug and trace Atari Lynx games using the Gearlynx emulator MCP server. Provides workflows for 6502 CPU debugging, breakpoint management, hardware inspection, disassembly analysis, and execution tracing. Use when the user wants to debug a Lynx game, trace code execution, inspect CPU registers or hardware state, set…
Godot project development, inspection, structured resource and project-setting editing, tileset and tilemap authoring, GridMap painting, theme and stylebox authoring, game UI layout and game-feel theming, spritesheet and keyframe animation, audio bus routing, 3D mesh-collision and CSG baking, sprite-silhouette…
READ this skill when implementing or configuring animation-style shaders (Toon/Cel Shaders) — including outlines, rim lighting, toon shading, MatCap, emission, dissolve, hatching, or any stylized rendering effect. Contains preset styles and feature-to-reference mappings for lilToon, Poiyomi, UTS2, RToon, SToon, and…
A workflow for testing Minecraft Bedrock Addons, Python 2 mods, interfaces, gameplay logic, and visual resources with MCDK-MCP. MCP is a way for an AI coding agent to call external testing tools.
Create production-ready FastAPI projects with async patterns, dependency injection, and comprehensive error handling. Use when building new FastAPI applications or setting up backend API projects.
Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…
Use the complete Godot development loop from the swallowtail CLI: discover the live engine API, build and edit in the open editor, run and play the game, observe state, debug failures, fix them in place, and verify the result. Use when the task involves creating or modifying a Godot project, testing game behavior…
Plan, generate, QA, and package continuous raster animation frame sets, GIF previews, and transparent spritesheet atlases. Use when the user asks for a GIF animation, animation frames, sprite rows, web/game animation assets, or reusable visual animation materials.
Use this skill when controlling the AltirraSDL Atari emulator programmatically — driving the simulator from a script, capturing screenshots from a running Atari, injecting joystick/keyboard input, frame-stepping for deterministic testing, reading or writing CPU/memory/chip state, setting breakpoints or watchpoints…
A project-specific automation skill for Unity projects that include the `Packages/cn.etetet.yiuimcp` package. It uses PowerShell scripts as command-line entry points to drive Unity tasks.
Audit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when comparing a concept against segments such…
Use when the user asks for layout, positioning, alignment, symmetry, equal spacing, or pixel-correct sizing of Bedrock JSON UI elements. Translates the user's intent (prompt or annotated image) into the IR YAML described in docs/41-ir-spec.md and schemas/ir.schema.json. Pairs with mcbe-json-ui-tools-runner to compile…
Autonomously turn a game idea or gameplay change into a coherent, testable design, then revise it through independent audits before UI design.
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At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: