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Found 55 Skills
Use skill if you are building or repairing Raycast Script Commands in Python or Bash and need correct metadata, output modes, arguments, discovery, or runtime behavior.
GLSL shader techniques for ray marching, fluid simulation, particle systems, and procedural generation. Useful for hero visuals and motion stills.
Use before running local GPU workloads such as PyTorch, SGLang serving, Ray clusters, CUDA benchmarks, or scripts that use GPUs; instructs agents to wrap commands with gpu-lease run so CUDA_VISIBLE_DEVICES is set through a lease.
Use Godot 4.x physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies).
Set up 3D physics in Unity 6: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
Petrophysical analysis and formation evaluation from well logs. Calculate porosity, water saturation, permeability, and lithology. Use when Claude needs to: (1) Calculate shale volume from gamma ray, (2) Compute porosity from density/neutron/sonic logs, (3) Estimate water saturation using Archie or Simandoux, (4) Calculate permeability from porosity and saturation, (5) Perform pay zone identification, (6) Conduct multi-mineral analysis, (7) Generate petrophysical summation plots.
OKX-aggregated DeFi (no specific DApp named) — product discovery, deposit/withdraw/claim execution, AND positions viewing. **If the user names ANY third-party protocol/DApp (Aave, Lido, PancakeSwap, Uniswap, Curve, Compound, Morpho, Pendle, Kamino, Raydium, Hyperliquid, Polymarket, …), route to okx-dapp-discovery — NOT here, even for 'show my Aave positions'.** INVEST triggers: 'invest in DeFi', 'earn yield', 'find best APY', 'deposit/stake for yield', 'search DeFi products', 'redeem/withdraw position', 'claim DeFi rewards', 'borrow against asset', 'repay loan', 'add/remove CLMM liquidity', 'APY/TVL history', 'depth chart', yield farming, lending, staking, liquidity pools. PORTFOLIO triggers: 'check my DeFi positions', 'view DeFi holdings/portfolio', 'my staking/lending positions', 'DeFi balance', 'DeFi 持仓', '我的DeFi资产'. Do NOT use for: DEX swaps (okx-agentic-wallet), token prices (okx-dex), wallet token balances (okx-agentic-wallet).
Premium UI design engineering skill for creating, redesigning, polishing, and judging product-specific interfaces with senior-level craft. Use when Codex works on frontend design, UX/UI, design systems, dashboards, SaaS apps, landing pages, commerce, portfolios, visual polish, interaction quality, or wants output in the spirit of Vercel, Linear, Raycast, Awwwards, and high-end product teams. Composes with no-slop as the anti-generic gate.
[FINANCIAL EXECUTION] Create tokens on launchpad platforms (Pump.fun, Raydium, PancakeSwap, Flap, FourMeme, Bonk, BAGS, etc.) or query token creation statistics by launchpad. Token creation executes irreversible on-chain transactions. Requires explicit user confirmation before every create. Supports sol / bsc / base / eth / ton.
C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.
This skill should be used when the user asks to "create a 3D scene", "add a mesh", "implement OrbitControls", "load a GLTF model", "add bloom post-processing", "write a custom shader", "create particle effects", "optimize Three.js performance", "use WebGPU", "add shadows", "animate a model", or mentions Three.js, threejs, WebGL, WebGPU, GLTF, raycaster, shader material, PBR material, or post-processing effects. IMPORTANT: This skill is for VANILLA Three.js (imperative JavaScript). For React Three Fiber (@react-three/fiber, R3F, drei), check the `r3f-best-practices` skill, although three-js skills helps when working with R3F since R3F is a React renderer for Three.js. Provides complete Three.js reference for 3D web graphics including scene setup, geometry, materials, textures, lighting, cameras, loaders, animation, controls, interaction, shaders, post-processing, performance optimization, TSL/node materials, WebGPU, physics, and VR/XR integration.
Prevents generic AI/GPT UI patterns when generating frontend code. Use this skill whenever generating HTML, CSS, React, Vue, Svelte, or any frontend UI code to enforce clean, human-designed aesthetics inspired by Linear, Raycast, Stripe, and GitHub instead of typical AI-generated UI.