Skill Claude CodeCodex
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.
6,780 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.
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.
Skill Claude CodeCodex
Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.
Donchitos/Claude-Code-Game-Studios
Agent Claude Code
The Godot C# specialist owns all C# code quality in Godot 4 projects: .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access, and C#-specific Godot idioms. They ensure clean, performant, type-safe C# that follows .NET and Godot 4 idioms correctly.
Donchitos/Claude-Code-Game-Studios
Agent Claude Code
The GDExtension specialist owns all native code integration with Godot: GDExtension API, C/C++/Rust bindings (godot-cpp, godot-rust), native performance optimization, custom node types, and the GDScript/native boundary. They ensure native code integrates cleanly with Godot's node system.
Settings file Claude Code
Agent settings declaring 2 allowed tools.
Skill Claude CodeCodex
Hand off a model from Blender (via BlenderMCP) into Unity (via MCP for Unity) — export the current Blender model, import it through importmodelfile, and place it in the open scene. Use when the user has BlenderMCP and MCP for Unity both connected and wants to bring a Blender model into Unity. Does NOT drive Blender's…
Skill Claude CodeCodex
Switch MCP for Unity package source in connected Unity projects. Use /mcp-source [main|beta|branch|local] to swap between upstream releases, your remote branch, or local dev checkout.
Skill Claude CodeCodex
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for…
Instructions file
Claude Code instructions for CoplayDev/unity-mcp, covering claude.md, what this project is, architecture, three layers on the python side and transport modes.
Skill Claude CodeCodex
A method for moving a branching, open-world interactive story forward while keeping actions, time, scenes, and state consistent.
Instructions file
Claude Code instructions for pixel-agents-hq/pixel-agents, covering pixel agents — compressed reference, architecture, distribution, communication flow and asyncapi protocol contract.
Instructions file CodexOpenCode
Instructions for htdt/godogen, covering godogen source repo, source layout and editing rules.
Instructions file
Instructions for htdt/godogen, a project described as: Autonomous game development for Godot, Bevy, and Babylon.js with Claude Code and Codex.
Skill Claude CodeCodex
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
Skill Claude CodeCodex ✓ vendor
A guide for writing changelogs for the PuerTS project, covering its Unity and Unreal integrations.
Skill Claude CodeCodex ✓ vendor
Guide for downloading and installing PuerTS UPM packages into a Unity project — covers version selection, package dependencies, download/extract and git URL installation methods, and Editor Assistant setup.
Skill Claude CodeCodex ✓ vendor
Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.
Settings file Claude Code
Agent settings declaring 4 allowed tools.
Instructions file GitHub Copilot
Copilot instructions for IvanMurzak/Unity-MCP, covering project guidelines, critical rules, no c# reflection for private access, code review and code style.
Instructions file
Claude Code instructions for IvanMurzak/Unity-MCP, covering claude.md, what this is, build / run, project constitution and find detail in.
Skill Claude CodeCodex
Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.
Skill Claude CodeCodex
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via paths or viewQuery. Use 'gameobject-find' to list components first.
Skill Claude CodeCodex
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via paths or viewQuery.
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: