AGENT SKILLS · ミッション装備
実際に使われている Agent Skills
公開リポジトリの検証済み Skills を比較し、機能、内容、導入状況、出典を確認してから追加できます。
- 掲載範囲
- 検証済み
- Skills
- 23,007
- リポジトリ
- 3551
- 最終同期
- 2026/11/04
ibelickfixing-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.
- 1時間の導入数
- 5
- GitHub Stars
- 1.1万
- 更新日
- 11月3日
ibelickfixing-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.
- 1時間の導入数
- 5
- GitHub Stars
- 1.1万
- 更新日
- 11月3日
ibelickimprove-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.
- 1時間の導入数
- 5
- GitHub Stars
- 1.1万
- 更新日
- 11月3日
sveltejssvelte-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.
- 1時間の導入数
- 5
- GitHub Stars
- 337
- 更新日
- 11月3日
clickhousechdb-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
- 1時間の導入数
- 5
- GitHub Stars
- 564
- 更新日
- 11月2日
clickhouseclickhouse-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.
- 1時間の導入数
- 5
- GitHub Stars
- 564
- 更新日
- 11月2日
clickhouseclickhouse-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.
- 1時間の導入数
- 5
- GitHub Stars
- 564
- 更新日
- 11月2日
gamedev-skillsai-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
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillscamera-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
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsdialogue-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsgame-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillslevel-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsperformance-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
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsprocedural-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsroguelike
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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsrouter
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,
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsrpg
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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsshader-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillssurvival-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillstower-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsunity-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsunity-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsunity-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".
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日
gamedev-skillsunity-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.
- 1時間の導入数
- 5
- GitHub Stars
- 6750
- 更新日
- 10月28日