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Claude Skills by gamedev-skills
github.com/gamedev-skills80 skills75 installs676 views
- Unity PhysicsUnity 6.3 LTS physics in 3D and 2D: Rigidbody and Rigidbody2D, forces and linearVelocity, the layer collision matrix and raycasts. Use when an object falls through the floor, OnTriggerEnter never fires, or a ground ray hits the player. Not for engine-neutral tunnelling tuning (`physics-tuning`), tilemap colliders (`unity-tilemap-2d`) or NavMesh (`unity-navmesh`).Votes: 0GitHub stars: 8,520
- Unity ScriptableobjectsUnity 6.3 LTS data and decoupling with ScriptableObjects: CreateAssetMenu config assets, shared runtime variables, event channels and .asset files made from code. Use for replacing singletons, data-driven items or cards, or values that persist after leaving Play mode. Not for saving progress (`save-systems`) or Godot Resources (`godot-resources`).Votes: 0GitHub stars: 8,520
- Unity Tilemap 2dUnity 6.3 LTS 2D tilemaps: the Tile Palette, Tilemap Collider 2D with a Composite Collider, Rule Tiles and runtime SetTile. Use for painting or generating a tile level, seams between tile colliders, RuleTile not found, or hex and isometric grids. Not for level design (`level-design`), generation (`procedural-gen`), movement (`unity-physics`) or Godot (`godot-tilemap`).Votes: 0GitHub stars: 8,520
- Unreal Behavior TreesUnreal Engine 5 (UE 5.8) NPC AI with Behavior Trees, Blackboards, EQS and StateTree: decorators with Observer Aborts, C++ BTTask nodes and running trees from an AIController. Use for UE enemy AI, BT_, BB_ or EQS_ assets, "my AI just stands there" or "MoveTo fails". Not for engine-neutral BT or utility code (`ai-behavior-trees-utility-ai`) or choosing FSM vs BT (`game-ai`).Votes: 0GitHub stars: 8,520
- Unreal BlueprintsUnreal Engine 5 (UE 5.8) Blueprint visual scripting: Blueprint Classes vs the Level Blueprint, Event Graph, and Cast, Interfaces and Event Dispatchers. Use for BP graphs, how one Blueprint calls another, "cast failed", slow Event Tick or Blueprint compile errors. Not for C++ (`unreal-cpp-gameplay`), input assets (`unreal-enhanced-input`) or AI trees (`unreal-behavior-trees`).Votes: 0GitHub stars: 8,520
- Unreal Cpp GameplayUnreal Engine 5 (UE 5.8) C++ gameplay code: UCLASS and UPROPERTY reflection, the Gameplay Framework, GC-safe pointers, Build.cs and command-line builds. Use for GENERATED_BODY, Live Coding, "unresolved external symbol" or UHT errors. Not for Blueprints (`unreal-blueprints`), Enhanced Input (`unreal-enhanced-input`) or packaging (`unreal-packaging`); engine source builds are out of scope.Votes: 0GitHub stars: 8,520
- Unreal Enhanced InputUnreal Engine 5 (UE 5.8) player input with Enhanced Input: Input Actions (IA_), Mapping Contexts (IMC_), ETriggerEvent bindings and remappable keys. Use when wiring move, look or fire, building a rebind menu, or input does nothing, stops after respawn or fires every frame. Not for engine-neutral input design (`input-systems`) or the Character class (`unreal-cpp-gameplay`).Votes: 0GitHub stars: 8,520
- Unreal NiagaraUnreal Engine 5 (UE 5.8) Niagara VFX: systems, emitters, User parameters, spawning from C++ or Blueprints, bounds and GPU vs CPU sim. Use for any Unreal particle effect, NS_ assets, muzzle flashes or impacts, or effects that do not show, vanish at the screen edge or never stop. Not for Unity VFX Graph, shader authoring (`shader-programming`) or hit-stop (`game-feel`).Votes: 0GitHub stars: 8,520
- Unreal PackagingPackages and ships Unreal Engine 5 (UE 5.8) projects: Shipping builds, cooking, pak/IoStore and RunUAT BuildCookRun with UAT and cook log reading. Use for a packaged game with a black screen, a map missing in the build, "BUILD FAILED" or an AutomationTool exit code. Not for store uploads (`steam-publish`, `itch-publish`) or gameplay compile errors (`unreal-cpp-gameplay`).Votes: 0GitHub stars: 8,520
- Phaser Arcade PhysicsPhaser 4 Arcade Physics movement and collision: bodies, velocity, gravity, colliders vs overlaps, groups and bullet pools. Use for a Phaser platformer or top-down controller, or a sprite that ignores physics, onFloor() always false or bodies passing through walls. Not for scenes and the loader (`phaser-core`), coyote time (`platformer`) or tunnelling theory (`physics-tuning`).Votes: 0GitHub stars: 8,520
- Phaser CoreSets up and debugs Phaser 4 games (and pinned Phaser 3.90): Game config, Scene lifecycle, the loader, scene transitions and Phaser 3 to 4 migration. Use when code imports phaser, or on a black screen, assets undefined in create, or a HUD scene behind the game. Not for colliders (`phaser-arcade-physics`), HUD layout (`game-ui-ux`) or PixiJS (`pixijs-rendering`).Votes: 0GitHub stars: 8,520
- Pixijs RenderingBuilds and debugs 2D browser game rendering with PixiJS v8: async init, Assets loading, the Container and Sprite scene graph, pointer dragging and v7-to-v8 migration. Use when a game or playable ad uses pixi.js, or on a blank canvas, clicks not firing, or drag stopping at the sprite edge. Not for dashboards or charts, Phaser (`phaser-core`) or 3D (`threejs-scene-setup`).Votes: 0GitHub stars: 8,520
- Threejs Gltf LoadingLoads glTF/GLB models into three.js r187 and plays their animations: GLTFLoader, DRACO, Meshopt and KTX2 decoders, AnimationMixer cross-fades and SkeletonUtils clones. Use when a model is invisible or tiny, decoder files 404, animations never play, or clones share one skeleton. Not for scene setup (`threejs-scene-setup`) or lighting (`threejs-materials-lighting`).Votes: 0GitHub stars: 8,520
- Threejs Materials LightingLights and shades three.js r187 scenes: standard, physical and unlit materials, lights, shadows, HDR environment lighting and tone mapping. Use when a mesh renders black or washed out, shadows are missing or full of acne, or EffectComposer darkens the image. Not for renderer setup (`threejs-scene-setup`), model loading (`threejs-gltf-loading`) or custom shaders (`shader-programming`).Votes: 0GitHub stars: 8,520
- Threejs Scene SetupSets up and debugs a plain three.js r187 game or 3D scene: import maps, Scene, PerspectiveCamera and WebGLRenderer, setAnimationLoop with Timer, resize, OrbitControls and WebGPURenderer. Use on "Failed to resolve module specifier three", a black canvas or nothing animating. Not for GLB loading (`threejs-gltf-loading`), materials (`threejs-materials-lighting`) or React Three Fiber.Votes: 0GitHub stars: 8,520
- Game JamPlans and ships a game jam entry against a fixed deadline: reads the jam rules, scopes to the clock, keeps a cut list and checks the build before submitting. Use for Ludum Dare, GMTK, Global Game Jam or any itch.io jam, a 48-hour game, or "we're behind, what do we cut". Not for untimed experiments (`prototype-fast`) or upload commands (`itch-publish`).Votes: 0GitHub stars: 8,520
- Itch PublishPublishes and updates games on itch.io with the butler CLI: butler push to user/game:channel, channel platform tags, HTML5 builds, --userversion and CI uploads. Use for "upload to itch", an HTML5 game that downloads instead of playing, a blank or 403 web build, or "invalid target". Not for Steam (`steam-publish`) or jam scope (`game-jam`).Votes: 0GitHub stars: 8,520
- Prototype FastBuilds a throwaway playable prototype in about an hour to answer one question, usually "is this mechanic fun?": a one-question brief, a greybox, a debug HUD, a playtest and a keep, kill or retune call. Use for "prototype this", "just get something playable" or whether to keep prototype code. Not for a timed jam (`game-jam`) or level blockouts (`level-design`).Votes: 0GitHub stars: 8,520
- Steam PublishPublishes or updates a game on Steam with Steamworks and SteamPipe: depots, app_build .vdf scripts, steamcmd uploads, beta branches, SetLive, store review and Coming Soon. Use for steamcmd, ContentBuilder, "Failed to get application info", Steam Deck Verified or "ship it on Steam". Not for itch.io (`itch-publish`) or Steamworks SDK calls in game code.Votes: 0GitHub stars: 8,520
- Roblox CharactersRoblox player characters: CharacterAdded lifecycle, Humanoid and HumanoidRootPart, R6, R15 and custom rigs, respawn and Tools. Use when a character script breaks after respawn, animations do not play or replicate, or sprint code fights the Humanoid. Not for hit validation (`roblox-networking`), forces and raycasts (`roblox-physics`) or cameras (`camera-systems`).Votes: 0GitHub stars: 8,520
- Roblox NetworkingRoblox client-server networking and anti-exploit: RemoteEvent and RemoteFunction contracts, server authority, rate limits, hit validation and replication. Use when a remote trusts the client, exploiters spam remotes or gain items, or hits register wrongly. Not for Luau basics (`roblox-luau`), saving (`roblox-datastores`) or force and raycast APIs (`roblox-physics`).Votes: 0GitHub stars: 8,520
- Roblox PhysicsRoblox physics and spatial queries: assemblies, constraints, collision groups, Raycast and Shapecast, and network ownership. Use when parts fall through or jitter, Touched is unreliable, a ray hits the shooter, or BodyMovers need replacing. Not for hit legitimacy (`roblox-networking`), Humanoid movement (`roblox-characters`) or engine-neutral tuning (`physics-tuning`).Votes: 0GitHub stars: 8,520
- Roblox Studio WorkflowSafely edits an existing Roblox place or Rojo project: finds the source of truth and proves changes with the right test mode or Studio MCP (execute_luau). Use when an agent edits a .rbxl or Rojo project, works through Studio MCP tools, or must report what was tested. Not for installing Studio MCP (`roblox-get-started`) or the feature code (`roblox-luau`, `roblox-ui`).Votes: 0GitHub stars: 8,520
- Roblox UiRoblox UI with ScreenGui and PlayerGui: ResetOnSpawn, UDim2 scale and offset, UIListLayout flex, safe areas, StyleSheet, gamepad selection and touch controls. Use for Roblox HUDs, shops or settings menus, or UI that clips on phones, resets on respawn or loses controller focus. Load `game-ui-ux` too. Not for input mapping (`input-systems`) or purchase checks (`roblox-networking`).Votes: 0GitHub stars: 8,520
- Godot Gdscript Headless TestingRuns Godot 4.7 GDScript tests with godot --headless and a SceneTree runner that exits non-zero on failure, so CI can gate merges. Owns Godot tests in CI. Use for GitHub Actions jobs or a headless run that hangs or exits 0 despite SCRIPT ERROR lines. Not for export in CI (`godot-export`), GDScript language (`godot-gdscript`) or Unity tests (`unity-csharp-scripting`).Votes: 0GitHub stars: 8,520
- Ebitengine GameCreates, debugs and packages 2D games in Go with Ebitengine v2: a play-and-retry loop, input, pixel-art scaling, text, audio and desktop, WASM or mobile builds. Use when go.mod requires ebiten/v2 or the user wants a game in Go, or on blurry pixel art, missed key presses or stutter. Not for engine patches; pair with `game-feel`, `game-ui-ux` or a genre skill for design.Votes: 0GitHub stars: 8,520
- Defold CoreBuilds and debugs Defold 1.14 games in Lua: collections, game objects, input focus, msg.post messaging, factories, collection proxies and Bob builds. Use for .collection or .script files, on_input never firing, a proxy that never loads, or "could not be found when dispatching message". Not for LÖVE (`love2d-core`), HUD rules (`game-ui-ux`) or physics feel (`physics-tuning`).Votes: 0GitHub stars: 8,520
- Roblox Simulator EconomyRoblox simulator, tycoon and idle-game economies in Luau: upgrade cost curves, income per second, rebirth pacing, big-number formatting and paid-egg odds, with a Lune calculator. Use for baseCost or rebirth numbers or unearned currency. Not for DataStores (`roblox-datastores`), remote limits (`roblox-networking`), shop layout (`roblox-ui`) or wave economies (`tower-defense`).Votes: 0GitHub stars: 8,520
- Unity Build SizeFinds and shrinks what makes a Unity 6.3 LTS build too big: Build Report reading, uncompressed textures, glTFast models, PCM audio and per-platform levers. Use when an APK, AAB, WebGL build or Steam depot is over a size limit or the download is too big. Not for frame rate (`performance-optimization`), build scripts or stripping (`unity-build-pipeline`) or store uploads (`steam-publish`).Votes: 0GitHub stars: 8,520
- Game DocsWrites and maintains a game's design docs: a one-page GDD with a feature index and short feature notes, kept true to the code by a link and status checker. Use for "draft a GDD", "spec out this mechanic", or updating docs after a playtest or code change. Not for building a game when no docs were asked for (`prototype-fast`, `game-jam`), READMEs or level layouts (`level-design`).Votes: 0GitHub stars: 8,520