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Found 76 Skills
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, variable refresh rate, ProMotion.
Deploy OpenClaw AI agent platform on Alibaba Cloud ECS and integrate with DingTalk bot. OpenClaw (formerly Clawdbot/Moltbot, 中文名"龙虾") is an open-source AI assistant and automation platform supporting natural language-driven task automation with multi-channel chat integration. This Skill covers the full workflow from ECS instance creation, public network configuration, base environment setup, one-click OpenClaw deployment to DingTalk bot verification. End users can chat with the AI assistant by @mentioning the bot in a DingTalk group. Triggers: "OpenClaw", "龙虾", "Clawdbot", "Moltbot", "DingTalk bot", "DingTalk AI", "deploy OpenClaw on ECS", "AI agent platform", "DingTalk integration", "openclaw dingtalk", "openclaw deploy", "DingTalk AI employee", "Alibaba Cloud OpenClaw", "Bailian + DingTalk", "DingTalk group AI", "DingTalk smart assistant", "部署龙虾", "龙虾机器人", "龙虾钉钉"
Generate Harness Service YAML for deployable workloads and create via MCP. Supports Kubernetes, Helm, ECS, Serverless, SSH, and WinRm deployment types with artifact sources from Docker Hub, ECR, GCR, ACR, Nexus, and S3. Use when asked to create a service, define a Kubernetes service, set up a Helm chart deployment, configure an ECS service, or define what gets deployed. Trigger phrases: create service, service definition, Kubernetes service, Helm service, ECS service, deployment service, artifact source.
Game development patterns, architectures, and best practices
面向 Linux 对内存、网络、IO、负载等问题做深度分析与诊断。当出现如下问题时使用:内存含内存高/不足、OOM、oom-killer、Java 应用内存与内存全景大图(含 socket 队列与 TCP 内存视角);网络含丢包与时延抖动(与 memgraph 互补);IO 含磁盘统计与慢 IO;负载含调度延迟与系统负载。输出结构化诊断信封供自动化续跑。
C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.
This skill should be used when working on Bevy game engine projects. It provides specialized knowledge for Bevy's Entity Component System (ECS) architecture, component-driven design patterns, system ordering, UI development, build strategies, and common pitfalls. Use this skill when implementing game features, debugging Bevy code, designing component architectures, or working with Bevy's UI system.
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.
Create and structure Hytale server plugins with proper lifecycle, manifest, dependencies, and registries. Use when asked to "create a Hytale plugin", "make a Hytale mod", "start a new Hytale plugin", "setup plugin structure", or "write plugin boilerplate".
Manage Alibaba Cloud Elastic Compute Service (ECS) via OpenAPI/SDK. Use for listing or creating instances, starting/stopping/rebooting, managing disks/snapshots/images/security groups/key pairs/ENIs, querying status, and troubleshooting workflows for this product.
Use Miniplex for minimalistic Entity Component System with TypeScript support.
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.