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Found 4,138 Skills
Invoke when the user asks to review, check, audit, or look over Qt6 C++ code — or suggest before committing. Runs deterministic linting (60+ rules) then six parallel deep- analysis agents covering model contracts, ownership, threading, API correctness, error handling, and performance. Reports only high-confidence issues (>80/100) with structured mitigations. Read-only — never modifies code.
Turn the working tree into logical, atomic Conventional Commits — classify uncommitted files as in-scope vs out-of-scope against the branch's merge base, show a staging plan, and create one commit per coherent unit (type + optional scope + British-English body; `!` / `BREAKING CHANGE:` for breaking changes). Never `git add -A`; files that look like they belong to another branch/worktree are never staged silently. Use when asked to commit uncommitted work, tidy WIP into atomic commits, or as the commit step inside a ship flow (e.g. `/send-it`). It commits only — no push, PR, changelog, or Linear writeback.
Wire player input in Unity 6 with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.
Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.
Build and edit tile-based 2D levels in Godot 4.3+ with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
Use Phaser 3 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
Catalyst NoSQL — key-value table store with typed items built via NoSQLItem builder. Partition key required. Trigger on 'NoSQL', 'nosql.table', 'insertItems', 'fetchItem', 'updateItems', 'deleteItems', 'queryTable', 'NoSQLItem', 'document storage', 'flexible schema', or 'Catalyst document database'. Do NOT use when you need SQL joins, ZCQL queries, or a fixed relational schema — use catalyst-datastore instead.
Catalyst AppSail — persistent backend PaaS with managed runtimes (Node.js, Java, Python) and custom Docker containers. Trigger on 'AppSail', 'persistent server', 'Docker on Catalyst', 'X_ZOHO_CATALYST_LISTEN_PORT', or 'long-running process on Catalyst'. Do NOT use for stateless request/response handlers, event-driven functions, or scheduled jobs — use catalyst-functions instead.
Enforces constrained, opinionated styling patterns for gluestack-ui v5 (Tailwind CSS v4, NativeWind v5 / UniWind). Main overview skill that coordinates specialized sub-skills for setup, components, styling, variants, performance, and validation.
Author, scaffold, and run coding-agent-driven tests: Markdown case files executed by a coding agent against a live environment (browser, API, DB, logs, cloud, telemetry) with an auditable PASS/FAIL/BLOCKED report. Use when a deterministic test would be premature, brittle, too expensive, or too narrow.
Databricks development guidance including Python SDK, Databricks Connect, CLI, and REST API. Use when working with databricks-sdk, databricks-connect, or Databricks APIs.