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Found 3,856 Skills
Design or audit UI for Qt/QML, Qt projects, web, or embedded MPU or MCU targets. Use when creating screens, layouts, navigation, or auditing UX.
Run a change-gated, branch-scoped lint preflight (ESLint / markdownlint / actionlint) on the files a branch changes versus its base, classify each violation as introduced vs pre-existing, and drive the fix/defer loop via an exit-code contract (0 pass, 1 introduced/blocking, 2 pre-existing only). Use when asked to run preflight, check whether a branch will pass lint before pushing, or as the lint gate inside a ship/PR flow. Lints only the categories the branch touched — not a whole-repo lint — with linted workspaces and the base branch auto-detected, so a consuming repo configures nothing in the common case.
Production-grade web scraping with automatic anti-bot bypass, structured JSON parsing for 40+ targets, and geo-targeting. Use when the user needs to scrape web pages, extract product data, get search results, or collect structured data from supported e-commerce and search platforms without worrying about getting blocked and when geo targeting is required.
Export and build a Godot 4.x project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
Structure a Godot 4.x project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
Play and mix audio in Godot 4.x: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
Catalyst Signals — event-driven architecture platform for near-instantaneous communication between decoupled applications. Supports Zoho publishers, Catalyst publishers, custom publishers, webhooks, functions, circuits, event filtering, transformation, batch/scheduled dispatch, and retry policies. Trigger on 'Signals', 'event bus', 'publisher', 'event-driven', 'webhook target', 'dispatch policy', 'event transformation', 'rule filter', or 'event ordering'. Console-only service — no SDK or programmatic API.