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Claude Skills by decentraland
github.com/decentraland23 skills1 installs71 views
- Asset Promise LifecycleAssetPromise lifecycle for async ECS asset loading — textures, models, audio, wearables. Use when creating, polling, consuming, or cleaning up asset promises, or working with memory budgeting.Votes: 0GitHub stars: 23
- Async ProgrammingAsync programming patterns with UniTask, cancellation tokens, and exception handling. Use when writing async code, handling CancellationTokenSource lifecycle, using SuppressToResultAsync, implementing detached UniTask/UniTaskVoid flows, or working with Result/EnumResult types for exception-free flow propagation.Votes: 0GitHub stars: 23
- Avatar Rendering PipelineAvatar rendering -- GPU skinning, compute shaders, GVB, wearable loading, material pooling, emotes. Use when modifying avatar instantiation, skinning, wearable materials, texture arrays, or emote integration.Votes: 0GitHub stars: 23
- Chat SystemChat system — MVP pattern, message bus decorators, commands, auto-translation, encrypted history, state machine. Use when adding chat commands, modifying message flow, or working with chat services.Votes: 0GitHub stars: 23
- Code StandardsC# naming conventions, member ordering, formatting rules, nullable reference types, memory/GC rules, test patterns, and PR standards. Use when writing, reviewing, or modifying non-trivial C# changes in this Unity project — applies to ECS systems, controllers, tests, utilities, and plugins.Votes: 0GitHub stars: 23
- Creating SkillsSkill authoring and optimization. Use when creating new skills, editing existing skills, verifying skill quality, or optimizing trigger descriptions.Votes: 0GitHub stars: 23
- Cross World Ecs AccessCross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener.Votes: 0GitHub stars: 23
- Debug WidgetDebugContainer debug widget implementation and updates. Use when adding a new debug widget to the debug panel, creating or modifying debug categories, wiring ElementBinding or DebugWidgetVisibilityBinding, using IDebugContainerBuilder, calling TryAddWidget or AddCustomMarker, displaying live runtime data in the debug panel, or adding colored status indicators to the profiling/debug UI. Also applies when passing IDebugContainerBuilder through StaticContainer to a plugin or system.Votes: 0GitHub stars: 23
- Diagnostics And LoggingDiagnostics, logging, and error reporting via ReportHub. Use when adding log statements, configuring severity matrices, tagging systems with LogCategory, integrating with Sentry, or overriding log levels at runtime.Votes: 0GitHub stars: 23
- Ecs System And Component DesignECS system and component design using Arch ECS. Use when creating or modifying systems, components, queries, cleanup, singletons, or tests -- also for code reviewing World/Entity/component usage.Votes: 0GitHub stars: 23
- Feature Flags And ConfigurationFeature flags, features registry, and app arguments. Use when gating features behind remote flags (FeatureFlagsConfiguration), feature gating, conditional features, runtime configuration, command-line flags, launch arguments, registering features in FeaturesRegistry, checking or adding app arguments (AppArgs), or implementing feature providers.Votes: 0GitHub stars: 23
- Github WorkflowGitHub workflow — creating PRs, issues, and bug reports using gh CLI. Use when creating pull requests, opening issues (bugs, feature requests, tech debt, performance), or interacting with GitHub via gh commands.Votes: 0GitHub stars: 23
- Multiplayer And Network SyncMultiplayer networking -- LiveKit rooms, movement encoding, interpolation, profile sync, entity-participant mapping. Use when working with RoomHub, movement systems, EntityParticipantTable, or remote player sync.Votes: 0GitHub stars: 23
- Mvc And Ui ArchitectureMVC UI architecture — controllers, views, window stacking, and shared space. Use when building UI controllers (ControllerBase), showing views via MVCManager, connecting UI to ECS via bridge systems, implementing context menus, settings panels, or coordinating panel visibility.Votes: 0GitHub stars: 23
- Plugin ArchitecturePlugin and DI architecture. Use when adding or modifying plugins (IDCLWorldPlugin, IDCLGlobalPlugin), system registration, dependency injection, containers, assembly structure, or Addressables provisioning.Votes: 0GitHub stars: 23
- Scene Runtime And CrdtScene runtime internals — V8/ClearScript engine, CRDT protocol, JS module system, scene lifecycle, and threading. Use when implementing or modifying scene runtime modules (require/wrapper/API pattern), working with CRDTProtocol or CRDTWorldSynchronizer, handling MultiThreadSync for ECS access, debugging scene state transitions, or implementing new JS API modules.Votes: 0GitHub stars: 23
- Sdk Component ImplementationEnd-to-end SDK7 component implementation from protocol to C# systems. Use when implementing new SDK components (PB* types, protobuf, CRDT), modifying SDK component systems, or registering in ComponentsContainer.Votes: 0GitHub stars: 23
- Sentry IssueInvestigate Sentry issues for the Decentraland Unity Explorer project. Trigger whenever a Sentry short ID is mentioned (e.g. UNITY-EXPLORER-M94, WEARABLE-PREVIEW-K3, "look at sentry issue M94", "can you check UNITY-EXPLORER-AB1") OR when a raw exception callstack is pasted. Fetches the issue and full stacktrace directly from Sentry, locates the relevant source files, identifies the root cause, provides reproduction steps, suggests fixes grounded in the project's patterns, and offers to set up...Votes: 0GitHub stars: 23
- Testing InfrastructureTesting patterns -- UnitySystemTestBase, ECS test utilities, mocking, EditMode vs PlayMode. Use when writing tests for ECS systems, controllers, or async code, or choosing test types.Votes: 0GitHub stars: 23
- Web RequestsWeb request framework for HTTP operations. Use when making API calls, HTTP/REST requests, fetching data from server, downloading content via IWebRequestController, parsing responses, building URLs with URLBuilder, signing requests with Web3 auth chains, or configuring retry policies.Votes: 0GitHub stars: 23
- Consolidate Assembly DefinitionsUse when merging, folding, renaming, or removing asmdef/asmref assemblies in this project — reducing assembly count, converting an .asmdef to an .asmref, moving code between assemblies, or reviewing assembly structure for redundant references and cycles.Votes: 0GitHub stars: 23
- Resolve Asmdef Merge ConflictsUse when merging/rebasing a branch that consolidated or renamed asmdef assemblies and the base branch changed assemblies in parallel — modify/delete conflicts on .asmdef files, dangling GUID references, new asmdefs/asmrefs added in base, code added into folded folders, or InternalsVisibleTo/link.xml entries naming old assemblies.Votes: 0GitHub stars: 23
- Unity Memory SnapshotParse Unity Memory Profiler `.snap` capture files headlessly to extract native-object memory grouped by type, and diff/scale memory across captures. Use whenever you need to read a Unity memory dump/snapshot without the Editor, answer 'what's using memory' from a .snap, document a memory baseline, compare two captures, find per-instance (e.g. per-avatar) memory costs, or investigate textures/meshes/materials/animators/render-textures growth. The .snap format is proprietary and was reverse-eng...Votes: 0GitHub stars: 23