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Found 4,126 Skills
Teach AI agents how to query data warehouses accurately using ktx - an executable context layer with skills, memory, and a semantic layer
Add policy enforcement, zero-trust identity, and execution sandboxing to AI agents with Microsoft's Agent Governance Toolkit
Create and manage MotherDuck data shares for zero-copy data distribution. Use when sharing databases with team members, other organizations, or making data publicly available.
Use when protecting PHP API endpoints with JWT Bearer token validation or scope checks. Integrates auth0/auth0-php in API mode for stateless APIs receiving access tokens.
Runs a doer -> verifier-panel -> consensus loop to verify a deliverable before it ships. An orchestrator freezes acceptance criteria before implementation, dispatches a doer, then convenes a context-walled panel of independent verifiers - including an adversary with an explicit must-oppose mandate - for evidence-anchored review adjudicated to a SHIP / SHIP_WITH_CAVEATS / ITERATE / BLOCK / ESCALATE verdict logged to a ledger. Use for multi-agent verification of any artifact - code slices, plans, documents, audits - whenever asked to verify a deliverable, vet a plan, run a consensus review or independent review, set up a doer-verifier loop, or gate a ship decision. Works on any platform with parallel subagents; degrades to sequential fresh-context sessions without them. Not for trivial single-file edits or ordinary code review.
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
Design data-driven Godot 4.x games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver.
Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Diagnose Zapier Workflows skill and SDK CLI compatibility. Use when a workflow skill asks for a compatibility check, when SDK commands or flags are missing, when a workflow skill may be stale, or when updating workflow skills after an SDK CLI change.