unity-batch
49Skill Claude CodeCodex
Unified batch and async-job orchestration.
7,186 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
Unified batch and async-job orchestration.
Skill Claude CodeCodex
Set up Cinemachine Virtual Cameras.
Skill Claude CodeCodex
Create and manipulate GameObjects.
Skill Claude CodeCodex
Use when compiling Articraft records, opening the local viewer, inspecting articulated assets visually, or working on viewer API/web code.
NO6KIKO/gorest-2d-animation-spritesheet-generator
Instructions file CodexOpenCode
Instructions for NO6KIKO/gorest-2d-animation-spritesheet-generator, covering gorest agent instructions, read first, core rules, character art rules and product rules.
Skill Claude CodeCodex
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…
majidmanzarpour/threejs-game-skills
Instructions file CodexOpenCode
Instructions for majidmanzarpour/threejs-game-skills, covering agent instructions, default technical stack, quality bar and verification bar.
majidmanzarpour/threejs-game-skills
Skill Claude CodeCodex
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…
majidmanzarpour/threejs-game-skills
Skill Claude CodeCodex
Generate, convert, clean, and prepare audio assets for Three.js browser games using ElevenLabs. Use for sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature or boss stingers, announcer/dialogue TTS, scratch-performance voice conversion, voice cleanup/isolation, audio manifests, and…
majidmanzarpour/threejs-game-skills
Skill Claude CodeCodex
Primary entrypoint for complete Three.js browser game creation and premium iteration. Use by default for build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, or release-ready requests. Orchestrates sibling skills for gameplay, AAA graphics, UI…
Skill Claude CodeCodex
Use when the contestant wants to launch the inference Agent that connects to the Simulation gateway via WebSocket. Wraps the inference repo's ./scripts/tunnel.sh and scales to PARALLELISM processes. This is side-effecting (consumes GPUs and a parallelism slot) — confirm before launching.
Skill Claude CodeCodex
Debug and trace Game Boy / Game Boy Color / Super Game Boy games using the Gearboy emulator MCP server. Provides workflows for SM83 CPU debugging, breakpoint management, hardware inspection, disassembly analysis, and execution tracing. Use when the user wants to debug a Game Boy game, trace code execution, inspect CPU…
Skill Claude CodeCodex
Hack, modify, and translate Game Boy / Game Boy Color ROMs using the Gearboy emulator MCP server. Provides workflows for memory searching, value discovery, cheat creation, data modification, sprite/text finding, and translation patching. Use when the user wants to create cheats, find game values in memory, modify ROM…
Cursor rule Cursor
Guide for creating colored shapes and physics objects in Unreal Engine using MCP tools.
Cursor rule
Error recovery patterns for Flopperam Unreal Engine MCP tools. Applies when a tool call returns an error, unexpected result, or partial failure.
Cursor rule
Unreal Engine MCP tool conventions -- asset path formats, batching rules, read-before-write guards, and verification patterns. Applies when using any Flopperam Unreal Engine MCP tool.
Skill Claude CodeCodex
Blueprint authoring workflow for the Flopperam Unreal Engine MCP. Covers the full create, author, commit, verify cycle using the narrow bp tool surface. Use when creating or editing Blueprints, adding variables/components/events/functions, wiring graphs, or debugging compile errors.
Skill Claude CodeCodex
Scene and world building workflow for the Flopperam Unreal Engine MCP. Covers actor management, landscape sculpting, foliage scattering, AI setup, cinematics, and level verification. Use when placing actors, building environments, working with landscapes/foliage, setting up AI characters, or creating Level Sequences.
Skill Claude CodeCodex
Overview of the Flopperam Unreal Engine MCP server -- tool categories, workflows, and cross-tool relationships. Use when first connecting to a running Unreal Editor, when unsure which tool handles a task, or when the user asks about available capabilities.
Skill Claude CodeCodex
Use when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA, meta=(...), Blueprint exposure, Details Panel, replication/RPC, SaveGame, Config, Instanced objects, UMG binding, type pickers, UHT…
Instructions file CodexOpenCode
Project-specific instructions for GameServerManager, a control panel for deploying and maintaining game servers such as Steam and Minecraft servers.
Skill Claude CodeCodex
Lint and format GDScript files using gdtoolkit (gdlint + gdformat). Use after writing or modifying .gd files, when asked to check code style, fix lint errors, format code, or set up linting configuration. Also use when gdlint/gdformat errors appear in output and need diagnosis. Does NOT require Godot — runs as a…
Skill Claude CodeCodex
Run gdUnit4 unit tests and parse results into structured output. Use this skill after writing or modifying code to verify correctness via unit tests, when diagnosing test failures, or when writing new test files. Triggers: "run tests", "test fails", "write a test", any gdUnit4/unit test mention. Supports both GDScript…
Skill Claude CodeCodex
Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: Test actual gameplay: player movement…
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: