AGENT SKILLS · ÉQUIPEMENT DE MISSION

Des Agent Skills utiles classés selon leur usage réel

Comparez les Skills vérifiés par fonction, contenu, installations et fiabilité de la source avant de les ajouter.

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VÉRIFIÉ
Skills
23 007
dépôts
3551
dernière synchronisation
4 nov. 2026
23 007 Skills
ibelick
Communauté

fixing-accessibility

Audit and fix HTML accessibility issues including ARIA labels, keyboard navigation, focus management, color contrast, and form errors. Use when adding interactive controls, forms, dialogs, or reviewing WCAG compliance.

Installations / 1h
5
GitHub Stars
10,6 k
Mis à jour
3 nov.
ibelick
Communauté

fixing-metadata

Audit and fix HTML metadata including page titles, meta descriptions, canonical URLs, Open Graph tags, Twitter cards, favicons, JSON-LD structured data, and robots directives. Use when adding SEO metadata, fixing social share previews, reviewing Open Graph tags, setting up canonical URLs, or shipping new pages that need correct meta tags.

Installations / 1h
5
GitHub Stars
10,6 k
Mis à jour
3 nov.
ibelick
Communauté

improve-ui

Audit an existing product surface against its own design evidence, identify verified UI problems, and write self-contained implementation plans for another agent. Strictly read-only on product source. Use when asked to review, refine, improve, or clean up an interface without replacing its identity; investigate design-system drift; or prepare a design handoff.

Installations / 1h
5
GitHub Stars
10,6 k
Mis à jour
3 nov.
sveltejs
Officiel

svelte-code-writer

CLI tools for Svelte 5 documentation lookup and code analysis. MUST be used whenever creating, editing or analyzing any Svelte component (.svelte) or Svelte module (.svelte.ts/.svelte.js). If possible, this skill should be executed within the svelte-file-editor subagent for optimal results.

Installations / 1h
5
GitHub Stars
337
Mis à jour
3 nov.
clickhouse
Officiel

chdb-sql

Use when the user wants to run SQL — especially analytical SQL — on local files (parquet/csv/json), URLs, S3 paths, or remote databases (Postgres, MySQL, MongoDB, ClickHouse Cloud, Iceberg, Delta Lake) without setting up a server. Provides chDB — embedded ClickHouse SQL in Python with 1000+ functions, Session for stateful multi-step pipelines, parametrized queries, and cross-source joins via s3(), mysql(), postgresql(), iceberg(), deltaLake(), remoteSecure() table functions. TRIGGER when: user w

Installations / 1h
5
GitHub Stars
564
Mis à jour
2 nov.
clickhouse
Officiel

clickhouse-architecture-advisor

MUST USE when designing ClickHouse architectures, selecting between ingestion or modeling patterns, or translating best practices into workload-specific system designs. Complements clickhouse-best-practices with decision frameworks and explicit provenance labels.

Installations / 1h
5
GitHub Stars
564
Mis à jour
2 nov.
clickhouse
Officiel

clickhouse-best-practices

MUST USE when reviewing ClickHouse schemas, queries, or configurations. Contains 31 rules that MUST be checked before providing recommendations. Always read relevant rule files and cite specific rules in responses.

Installations / 1h
5
GitHub Stars
564
Mis à jour
2 nov.
gamedev-skills
Communauté

ai-behavior-trees-utility-ai

Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, s

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

camera-systems

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camer

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

dialogue-systems

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

game-ai

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A, navmesh, seek, or patrol/chase.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

level-design

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

performance-optimization

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

procedural-gen

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk, wave function collapse), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, WFC, heightmap/terrain, or loot tables.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

roguelike

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

router

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation,

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

rpg

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

shader-programming

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

survival-crafting

Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

tower-defense

Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

unity-animation

Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

unity-build-pipeline

Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

unity-csharp-scripting

Write Unity 6.3 LTS C gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.
gamedev-skills
Communauté

unity-input-system

Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.

Installations / 1h
5
GitHub Stars
6,8 k
Mis à jour
28 oct.