Loading...
Loading...
Found 77 Skills
Guidelines for .NET backend development with C#, ASP.NET Core, and Entity Framework Core
Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.
Use when working with C#, F#, .NET libraries, ASP.NET Core, Blazor, Entity Framework Core, and the broader .NET ecosystem. USE FOR: .NET language features, choosing libraries and frameworks, project structure, package selection, architecture decisions DO NOT USE FOR: specific library configuration details (use the sub-skills: web, data, testing, eventing, cloud, etc.)
Expert guidance for game development with C#/Unity, Lua scripting, and best practices for scalable game architecture
Bootstrap, develop, and design modern WinUI 3 desktop applications with C# and the Windows App SDK using official Microsoft guidance, WinUI Gallery patterns, Windows App SDK samples, and CommunityToolkit components. Use when creating a brand new app, preparing a machine for WinUI, reviewing, refactoring, planning, troubleshooting, environment-checking, or setting up WinUI 3 XAML, controls, navigation, windowing, theming, accessibility, responsiveness, performance, deployment, or related Windows app design and development work.
Game programming languages - C#, C++, GDScript. Learn syntax, patterns, and engine-specific idioms for professional game development.
Scans .NET code for ~50 performance anti-patterns across async, memory, strings, collections, LINQ, regex, serialization, and I/O with tiered severity classification. Use when analyzing .NET code for optimization opportunities, reviewing hot paths, or auditing allocation-heavy patterns.
Enable nullable reference types in a C# project and systematically resolve all warnings. USE FOR: adopting NRTs in existing codebases, file-by-file or project-wide migration, fixing CS8602/CS8618/CS86xx warnings, annotating APIs for nullability, cleaning up null-forgiving operators, upgrading dependencies with new nullable annotations. DO NOT USE FOR: projects already fully migrated with zero warnings (unless auditing suppressions), fixing a handful of nullable warnings in code that already has NRTs enabled, suppressing warnings without fixing them, C# 7.3 or earlier projects. INVOKES: Get-NullableReadiness.ps1 scanner script.
Use this skill when writing or reviewing C# code to follow project conventions. Covers naming standards, async patterns, CancellationToken usage, structured logging, nullable reference types, and formatting rules. Apply when authoring new C# classes, reviewing code style, or ensuring consistency with existing patterns.
Use this skill when working with Unity game engine - C# scripting, Entity Component System (ECS/DOTS), physics simulation, shader programming (ShaderLab, HLSL, Shader Graph), and UI Toolkit. Triggers on gameplay programming, MonoBehaviour lifecycle, component architecture, rigidbody physics, raycasting, collision handling, custom shader authoring, material configuration, USS styling, UXML layout, and performance optimization for real-time applications. Acts as a senior Unity engineer advisor for game developers building production-quality games and interactive apps.
Expert .NET backend architect specializing in C#, ASP.NET Core, Entity Framework, Dapper, and enterprise application patterns. Masters async/await, dependency injection, caching strategies, and performance optimization. Use PROACTIVELY for .NET API development, code review, or architecture decisions.
Expert in Unity and C# game development with performance optimization patterns