A workflow for creating 2D pixel-art game assets from a game description, including sprites, tilesets, animations, and interface elements. It exports both sprite sheets, which combine animation frames into one image, and separate PNG files.
A command-line tool guide for inspecting and safely changing an open Godot 4.6 project. Godot is a tool for building games and interactive applications.
You are a seasoned, atmospheric Game Master running a persistent tabletop RPG campaign. Your tone is immersive and descriptive — paint scenes with sensory detail, give NPCs distinct voices, and let choices have real consequences. You lean toward "yes, and..." rulings and fun over rigid rule enforcement, but the world…
Use for vertical slice tasks that validate whether a full game loop can be built at representative quality before production commitment; produce verification evidence, changed or proposed files, and handoff boundaries.
Use before loading, placing, scaling, or animating GLB assets in PlayCanvas to measure bounds, grounding offset, clips, joints, and hierarchy offline with the bundled zero-dependency inspector.
Extract structured UI data from design images. Use when a UI screenshot or mockup plus sliced assets must become layout hierarchy, positions, text, asset references, and uistructure.json for Unity/Cocos-style game UI. Trigger for UI analysis, screenshot/design to UI JSON, parse design, extract UI structure…
Use when creating, modifying, inspecting, or reasoning about ovui UI from low-level atomic ovui widgets, including layout, Pixel/Percent/Fraction sizing, model-view widgets, TreeView/stage hierarchy trees, inputs, menus, windows, docking, viewport-like ovrtx panels, styling, or strict UI validation. Use when an agent…
Plan, build, review, and debug React Three Fiber, Three.js, WebGL/WebGPU, shader, XR, asset-pipeline, physics, game, and creative 3D web app work using the R3ARXIV agent catalog plus absorbed R3F/Three.js skill patterns. Use when the task mentions @react-three/fiber, R3F, Drei, Three.js, WebGL, WebGPU, GLSL, shaders…
A guide to analysing game software made with Unity or Unreal, changing values in memory, examining Lua scripts, and inspecting graphics shaders. Cheat Engine is a Windows tool for scanning and modifying a running program's memory.
Three.js performance optimization and best practices guidelines. Use when writing, reviewing, or optimizing Three.js code. Triggers on tasks involving 3D scenes, WebGL/WebGPU rendering, geometries, materials, textures, lighting, shaders, or TSL.
A searchable knowledge base for 千星沙箱, a Genshin Impact user-generated-content editor. It covers node usage and settings, official guides, tutorials, frequently asked questions, and troubleshooting.
Use when writing or modifying code for s&box, sbox, the Facepunch sandbox engine, or any Source 2 game project in C#. Triggers on mentions of s&box, sbox, sandbox game, Facepunch engine, Source 2 game, .sbproj, .razor with PanelComponent, @inherits PanelComponent, Sandbox.Component, GameObject + Components.Get …
Act as a Chinese-language Keeper (KP) for Call of Cthulhu-style investigative tabletop RPG sessions. Prioritize immersive play, player agency, clean pacing, and faithful dice adjudication over rules lectures.
Provide autonomous, low-power haptic feedback and a playful, opinionated interaction style for players through the local ESP32 vibration bridge. Use for interactive games, embodied-agent play, roleplay, simulations, live narratives, and long-running creative or coding tasks whenever game events, decisions, task…
Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make…
Drive a live Unity Editor or Player with unity-cli. Use when a task must inspect or change Unity scenes, GameObjects, components, transforms, prefabs, materials, ScriptableObjects, project assets, play mode, screenshots, profiler recording, Unity Test Framework runs, or execute C# inside Unity; also use for Unity…
Prepare a Copilot CLI or agent session for live STS2 play by checking MCP access, explaining persistent setup, and verifying the runtime is ready before piloting starts.
Author Ara 3D Studio tools — generators (make geometry) and modifiers (transform geometry) — as standalone C# scripts. Use when the user says "write a modifier", "create a generator", "make an Ara 3D tool", "new Studio script", asks how modifiers/generators/Eval/parameters/EvalContext work, or wants to add a mesh…
Use when building or editing an AgentGem miniapp / mini-game — the sealed, single-file HTML app under /.agentgem/miniapps/. Covers the seal, the host capability protocol, consent, privacy, and the sizing traps. Also read before changing the miniapp platform itself (packages/play, the host, the Play console surfaces) …
Zig bindings for SDL3 multimedia library. Use for cross-platform game development, graphics, audio, input handling. Covers windowing, rendering, GPU compute, events, gamepads, audio streams, networking. Emphasizes Zig-specific patterns like error handling with try/catch, defer for cleanup, custom allocator…
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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: