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Found 98 Skills
Perform security operations on OpenClaw environments by calling Alibaba Cloud Security Center (SAS) and ECS APIs via the aliyun CLI. Supports asset queries, vulnerability detection, baseline checks, alert analysis, daily security report generation, and Cloud Assistant command execution. Use this skill when users need to query OpenClaw security status, handle security alerts, check vulnerability risks, execute emergency commands, or generate security reports.
Use when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit. Covers scene graphs, ECS, physics, actions, game loops, rendering, SwiftUI integration.
Use this skill when users want to search, discover, browse, or find Alibaba Cloud (阿里云) agent skills. Triggers include: "find a skill for X", "search alicloud skills", "阿里云有什么 skill", "搜索阿里云技能", "有没有管理 ECS/RDS/OSS 的 skill", "阿里云 skills 有哪些类目", "帮我找一个 skill", "browse alicloud skills", "list alicloud skill categories", "is there an alicloud skill that can...", "what alicloud skills are available", "XX Skill 的内容是什么", "我想了解阿里云 XX Skill 具体做什么", "阿里云 agent skill 市场", "搜一下阿里云的 skill".
Manage the full lifecycle of Alibaba Cloud EMR Serverless StarRocks instances — create, scale, configure, maintain and diagnose. Use this Skill when operations engineers, SREs, or architects need to manage StarRocks instances. Typical scenarios include: "create a StarRocks", "check instance status", "scale up CU", "modify configuration", "restart instance", "diagnose issues", etc. Not applicable for: writing SQL/DDL, data import/export, query tuning, materialized view configuration, or managing non-StarRocks products (EMR clusters, Spark, Milvus, ClickHouse, Doris, RDS, ECS).
Use when the user needs to deploy, configure, upgrade, or troubleshoot Twingate Connectors on any platform. Activate for: Docker connector, Linux connector, systemd connector, ECS connector, Azure Container Instances, GCE, Helm chart connector, connector tokens, connector HA, connector health, connector metrics, connector logging, connector upgrades, DEAD_NO_RELAYS, DEAD_NO_HEARTBEAT, or connector placement questions. Also activate for connector deployment tooling and unofficial platform support: Raspberry Pi, Ubiquiti/UniFi (UDM Pro, UDM SE, UXG) gateways, Unraid, Home Assistant, Steam Deck / Decky Loader, Hyper-V, Chocolatey packaging, custom or hardened connector containers, GitHub Codespaces, Coder workspaces, render.com, Spacelift CI runners, connector log shipping to S3, connector fleet autoscaling, Grafana connector dashboards, PagerDuty connector alerting, or Docker container auto-updating for connector hosts.
Builds WebXR experiences for Meta Quest and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when creating web-based VR/MR apps for Quest Browser.
Migrate workloads from Heroku to AWS. Triggers on: migrate from Heroku, Heroku to AWS, move off Heroku, migrate Heroku Postgres to RDS, migrate Heroku Redis to ElastiCache, migrate Heroku Kafka to MSK, migrate dynos to Elastic Beanstalk, migrate dynos to Fargate, migrate Heroku Private Space, Heroku to ECS, leave Heroku, what-if workshop, compare migration scenarios, workshop mode. Runs a 6-phase process: discover Heroku resources live via the authenticated Heroku CLI (read-only, consent-gated) and/or from Terraform, Procfile/app.json, and billing exports, then clarify, design, estimate costs, generate artifacts, and collect feedback. Clarify must finish before Design, Estimate, or Generate. An optional post-Estimate what-if workshop reprices region/HA/compute/Graviton scenarios. Do not use for: GCP migrations (see gcp-to-aws), Azure migrations (see azure-to-aws), AWS-to-Heroku reverse migration, general AWS architecture advice without migration intent, or Heroku-to-Heroku refactoring.
Entry point for AI-agent work on AWS: pick a runtime, plan a migration for existing workloads, and build an executable POC — one phased flow. Triggers on: which runtime for my agent, AgentCore vs ECS vs EKS vs Lambda, AgentCore vs Lambda MicroVMs, deploy an AI agent on AWS, agent architecture on AWS, I have an agent idea what do I build, move/migrate my agents to AWS, agent migration plan, add AgentCore services (memory, gateway, identity, policy, observability) to an agent already on AWS, Temporal on AWS (migrate/run Temporal workers on AWS, a service orchestrated by Temporal, Temporal Cloud vs self-hosted). Temporal Workflow code is never rewritten into Step Functions. Requires at least one agentic component — a purely non-agent system (plain services, batch jobs, HTTP endpoints, non-agent Temporal Activities) is out of scope, redirected to gcp-to-aws / heroku-to-aws / llm-to-bedrock. Not for: compute/data migration with no AI agent; pure LLM SDK rewrite (use llm-to-bedrock); per-model pricing.
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.