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Found 134 Skills
Test C# MCP servers at multiple levels: unit tests for individual tools and integration tests using the MCP client SDK. USE FOR: unit testing MCP tool methods, integration testing with in-memory MCP client/server, end-to-end testing via MCP protocol, testing HTTP MCP servers with WebApplicationFactory, mocking dependencies in tool tests, creating evaluations for MCP servers, writing eval questions, measuring tool quality. DO NOT USE FOR: testing MCP clients (this is server testing only), load or performance testing, testing non-.NET MCP servers, debugging server issues (use mcp-csharp-debug).
.NET 8 and C# 12 specialist with expertise in ASP.NET Core, EF Core, and modern enterprise development. Use when building C# applications, working with .NET, implementing ASP.NET Core APIs, or using Entity Framework.
TDD 기반 C#/.NET 개발. 테스트 먼저 작성 후 구현. Red-Green-Refactor 순서 강제. 서브에이전트에 위임.
Personal C# conventions - style/structure (file layout, naming, member/ctor ordering, methods, types, visibility, modern C# 11/12/13 syntax, forbidden patterns, XML doc) and runtime behavior (DateTime/IClock, async, dispose, exceptions + Result, structured logging, secrets/config, LINQ, System.Text.Json, decoupling + DI lifetimes). Load before creating or editing any `.cs` file - writing, reviewing, or refactoring C#; do not lean on recalled conventions.
C# patterns for Unity - MonoBehaviour, async, architecture, and VR/mobile performance optimization
Using records, pattern matching, primary constructors, collection expressions. C# 12-15 by TFM.
Baseline C# skill loaded for every .NET code path. Guides language patterns (records, pattern matching, primary constructors, C# 8-15), coding standards, async/await, DI, LINQ, serialization, domain modeling, concurrency, Roslyn analyzers, globalization, native interop (P/Invoke, LibraryImport, ComWrappers), WASM interop (JSImport/JSExport), and type design. Spans 25 topics. Do not use for ASP.NET endpoint architecture, UI framework patterns, or CI/CD guidance.
Designs types for performance. struct vs class, sealed, readonly struct, Span/Memory, collections.
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.
C# and .NET development expert using the dotnet CLI.
C# and .NET development patterns
Choosing the right concurrency abstraction in .NET - from async/await for I/O to Channels for producer/consumer to Akka.NET for stateful entity management. Avoid locks and manual synchronization unless absolutely necessary.