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Found 3,352 Skills
Manage secrets and PKI with HashiCorp Vault. Configure secret engines, authentication methods, and policies. Use when implementing centralized secrets management, dynamic credentials, or certificate management.
LLM-first SEO analysis skill with 16 sub-skills, 10 specialist agents, and 89 evidence collection scripts for comprehensive SEO audits
Invoke when the user asks to review, check, audit, or look over Qt6 C++ code — or suggest before committing. Runs deterministic linting (60+ rules) then six parallel deep- analysis agents covering model contracts, ownership, threading, API correctness, error handling, and performance. Reports only high-confidence issues (>80/100) with structured mitigations. Read-only — never modifies code.
Wire player input in Unity 6 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.
Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
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.
Use Phaser 3 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
Catalyst Cache — in-memory key-value store with TTL for ephemeral session and temporary data. Trigger on 'Cache', 'cache segment', 'cache key', 'TTL', 'segment.put', 'segment.get', or 'temporary data Catalyst'.
Guidance on how to use Claude Code effectively — covering context management, verification strategies, the explore-plan-implement workflow, prompting techniques, session management, parallel sessions, and common failure patterns. Use this skill whenever the user asks how to get the most out of Claude Code, how to write better prompts, how to manage context, when to use plan mode, how to automate tasks, or when they describe a frustrating pattern like Claude repeating mistakes or losing track of instructions.