6,965 mods in this category, of every kind an
agent can take. Each one carries what it costs per session, what the
scan found, and whether it is the original.
Operate and debug the live Minecraft bot through its built-in MCP REPL server. Use when work requires starting the bot with pnpm dev, connecting to the local MCP endpoint, inspecting cognitive state/logs/history, injecting synthetic chat/events, or running targeted REPL code against the running brain during…
Use this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and event-driven communication. Triggers on: events, on, emit, EventEmitter, scene events, listeners.
Create, repair, validate, visually QA, and package Codex-compatible animated pets and pet spritesheets from character art, generated images, company or prospect brand cues, or visual references. Use when a user wants a lightweight-worker Codex pet workflow, a non-pixel custom pet style, a prospect or company mascot…
Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized/likeness-maximized human characters, sculpt specs, and staged code generation.
Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized/likeness-maximized human characters, sculpt specs, and staged code generation.
Generate game assets, locally and free by default with godogenassets: images and transparent PNGs (Qwen-Image), textured GLB models (TRELLIS.2), rigged humanoids with generated moves and lip-synced speech, sound effects and voice lines. Paid APIs cover what the local tools can't make — Gemini / xAI Grok images…
Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as…
Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.
Game-ready 2D sprites, maps, code-drawn pixel art, video-derived animation and API media generation as agent skills, with deterministic Python processors.
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originalMIT
MCP server "Unity-MCP" as configured in IvanMurzak/Unity-MCP. Runs in Docker (docker.io/ivanmurzakdev/unity-mcp-server:0.17.1). Needs 3 environment variables to run.
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originalApache-2.0
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API. Use for text-to-3D, image-to-3D, game-ready GLB/FBX, characters, creatures, buildings, props, weapons, terrain, auto-rigging, animation retargeting, model texturing, voxel/LEGO stylization, and low-poly…
Build, debug, test, and optimize WebGPU projects using vgpu, its CLI, or @vgpu packages. Use for vgpu API questions, WGSL workflows, browser or Node rendering, integrations, testing, performance work, and Blender asset modeling, baking, and runtime integration.
Capture actionable user requests as persistent tasks, update task status as work progresses, and keep a shared task store in sync. Use when a user asks an agent to do work, check progress, block a task, complete a task, or manage the Kanban board.
Drive a running Unity Editor or development Player from the command line via the unity-pipeline package — install the package, keep the editor ticking while unfocused, run the edit→recompile→runtests loop, evaluate C#, and hot-reload files at runtime. Use when an agent needs to control a live Unity instance, automate…
A set of rules for developing character actions and interactions between characters in a game, including language support, AI decisions, and game-loop integration.
Control Unreal Editor directly from Claude Code via MCP. Hundreds of tools exposed via Unreal's ToolsetRegistry across 30+ toolsets: actors, blueprints, materials, Niagara, Control Rigs, Sequencer, State Trees, widgets, Gameplay Ability System, automation testing, and more.
A video-prompt and opening-animation workflow for two-player cooperative games. It uses player names, a game name, a visual style, and optional character images to create a game menu intro.
Use after first-run for ongoing modpack maintenance: update/install KB packs, author or register custom/mod KB packs, maintain localization glossary KBs for translator use, prune KB cache, health-check the environment, version-pin KB/tooling, or handle recurring BGS modding environment care.
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…
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: