Total 50,473 skills, Mobile Development has 1530 skills
Showing 12 of 1530 skills
Build and configure the native macOS desktop app wrapper for Hermes Web UI with Swift and WKWebView
Build and integrate Stream Chat, Video, and Feeds in Android apps. Use for Jetpack Compose, Android Studio, and Gradle project work — including Stream package setup, auth and token wiring, screen blueprints, and any follow-up Stream UI work such as adding screens, navigating between channel list and channel/message screens, channel tap handling, deep links, push routing, theming, custom channel/message UI, video calling flows (joining/starting calls, ringing, custom call controls and participant tiles), and Feeds surfaces (timeline, activity composer, threaded comments, follow graph / profile, notification feed, stories).
Add the RevenueCat Customer Center (self service subscription management UI) to an app. Use when the user asks to add a customer center, build a self service subscriptions screen, let users manage subscriptions in app, add a subscription management screen, present CustomerCenterView, call presentCustomerCenter, or wire a 'manage subscription' button to the RevenueCat customer center on iOS, Android, Kotlin Multiplatform, Flutter, or React Native.
Builds React Native Nitro Modules from scratch in a monorepo. Scaffolds with Nitrogen, authors HybridObject TypeScript specs, generates native boilerplate, implements in C++/Swift/Kotlin, wires an example app, and prepares for npm publishing. Use when creating a new Nitro Module, implementing native functionality via HybridObjects, or setting up the nitrogen codegen pipeline.
Add "Sign in with Apple" to an Ionic Capacitor app via @capacitor-community/apple-sign-in. Trigger when adding social login on iOS, integrating Apple ID as a sign-in method, or when App Review requires Sign in with Apple alongside other social logins.
Best practices for Jetpack Compose text fields in Android apps. Use when building forms or search inputs and you need guidance on IME padding, keyboard options, focus movement, and accessible input behavior.
Build, refactor, review, and debug native Apple-platform software in Swift. Use when working on `.swift` files, SwiftUI views, Observation-based state, `@Bindable` and binding flow, SwiftData-backed UI, scenes and windows, search/navigation structures, UIKit/AppKit interop, Liquid Glass adoption, macOS-native UX, or SwiftUI performance/accessibility. Trigger on requests to create or polish iOS, iPadOS, macOS, or visionOS features; clean up SwiftUI view structure; diagnose jank or invalidation storms; review app quality; or make a feature feel like a good Apple-platform citizen.
Remove the DebugBridge SPM package and all #if DEBUG wiring from an iOS app. Cleans up StateServer, DebugOverlay, accessor codegen output, and app-side hooks installed by /ios-qa. This is a convenience wrapper — the structural Release-build guard (Package.swift conditional + CI swift build -c release check) is the safety-critical path. Use when asked to "clean the iOS debug bridge", "remove DebugBridge", or "strip the gstack iOS instrumentation". (gstack) Voice triggers (speech-to-text aliases): "clean the iOS debug bridge", "remove DebugBridge", "strip the gstack iOS instrumentation".
GeoToolbox PlaceDescriptor patterns with MapKit integration for location representation, geocoding, and multi-service place identifiers. Use when working with place descriptors, geocoding, or cross-service location data.
AlarmKit integration for scheduling alarms and timers with custom UI, Live Activities, and snooze support. Use when implementing alarm or timer features in iOS 18+ apps.
Styled text display and rich text editing in SwiftUI using Text, AttributedString, and TextEditor with formatting controls. Use when implementing rich text editing or styled text display.
Unity shaders, materials, and rendering pipelines (URP/HDRP/Built-in). PROACTIVELY activate for: (1) writing shaders in Shader Graph, HLSL, or ShaderLab, (2) URP and HDRP shader authoring, (3) custom render pipeline work (SRP), (4) lighting setup (baked vs realtime, lightmaps, Global Illumination), (5) post-processing stacks, (6) reflection probes and light probes, (7) custom render features and full-screen passes, (8) shader stripping and variant management, (9) compute shaders, (10) ray tracing in HDRP. Provides: Shader Graph templates, HLSL snippets, URP/HDRP differences, lighting setup recipes, render-feature examples, and shader-variant guidance.