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Found 5,237 Skills
Comprehensive NetSuite SDF best practices based on the SAFE Guide (12 principles + appendices). Generates Object XML for all 14 script types, enforces governance limits, security patterns, and defensive coding. Includes N/cache, N/query, concurrency limits, OAuth 2.0 guidance, legacy TBA guardrails, CustomTool runtime patterns, REST Web Services (2026.1 features), and 140+ documented pitfalls. Essential for SuiteApp and Account Customization development.
Dynamic lighting and environment in Decentraland scenes. LightSource, shadows, SkyboxTime, realm detection, and emissive materials. Use when the user wants lights, shadows, skybox control, day-night cycle, or glowing materials. Do NOT use for PBR material properties like metallic/roughness (see advanced-rendering).
The live player in a Decentraland scene. Use when the user wants to read player position or profile, fetch avatar appearance for off-scene addresses (parcel owners, NFT holders), trigger emotes, read equipped wearables, attach items to players/avatar (cosmetic vs held gameplay items), hide avatars or disable passports in zones (AvatarModifierArea), adjust locomotion speed, teleport the player (movePlayerTo), or listen for scene entry/exit. Do NOT use for NPC characters (see npcs), wallet/blockchain checks (see nft-blockchain), freezing player movement (see advanced-input for InputModifier), or camera mode (see camera-control).
This skill should be used when the user asks to "build a color palette for a motion piece", "make a gradient background", "animate a color transition", "interpolate colors smoothly", "fix muddy/gray gradients", "convert colors to OKLCH", "color-grade a video for mood", "fix washed-out After Effects renders", "gamma shift", "Rec.709 vs sRGB", "colors shifted after rendering", or "match preview to final video". Covers palette construction, gradients, perceptual interpolation (OKLCH/Lab), grading order, and video/render color management.
Control camera behavior in Decentraland scenes. Covers CameraMode, CameraModeArea, VirtualCamera, MainCamera, and camera vs collider interactions. Use when the user wants camera control, cutscenes, forced camera modes, or camera tracking. Do NOT use for input restriction during cutscenes (see advanced-input for InputModifier) or cursor lock detection (see advanced-input for PointerLock).
Deploy a Decentraland scene to Genesis City (LAND-based). Use when the user wants to deploy or publish to parcels they own, or reduce the deployed scene size. Do NOT use for Worlds deployment (see deploy-worlds).
When the user needs to create or improve content that shapes how candidates and the public perceive the company as a place to work.
Apply physics forces to the player in Decentraland scenes. Impulses (one-shot pushes), knockback (push away from a point with falloff), continuous forces (wind tunnels, anti-gravity, lift, hover), timed forces, and repulsion fields. Use when the user wants launch pads, knockback on hit, wind zones, gravity fields, or lifting/floating/hovering the player. THIS is also the right skill when an agent's first instinct is to mutate `Transform` on `engine.PlayerEntity` to move/lift/push the player — that does NOT work (player Transform is engine-controlled and read-only); use the Physics API instead. Do NOT use for player movement speed (see player-avatar AvatarLocomotionSettings) or platform movement (see animations-tweens).
Add sound effects, music, audio streaming, and video players to Decentraland scenes with AudioSource, AudioStream, and VideoPlayer. Use when the user wants sound, music, video screens, radio, live streams, or media playback. Do NOT use for player emotes (see player-avatar) or screen-space UI sounds (sounds attach to entities, not UI).
When the user needs to analyze, categorize, or extract actionable insights from customer feedback across multiple sources, especially feature requests.
Read real-time amplitude and 8-band frequency data from any AudioSource, AudioStream, or VideoPlayer entity in a Decentraland SDK7 scene with the AudioAnalysis component. Use when the user asks for music visualizers, beat reactivity, equalizers, or audio-reactive scenes. Do NOT use to play sound (see audio-video) or to detect player-emitted audio (this reads only entity-attached AudioSource/AudioStream/VideoPlayer audio).
Use this skill whenever LMX is used, produced, reviewed, migrated, or modified. This includes composing campaigns, loops, lifecycle emails, or email-message bodies for the Loops editor or Content API. LMX (Loops Markup Language) is the format used for Loops email content. Trigger on phrases like "create a campaign", "generate an email", "write a welcome email", "draft a lifecycle email", "build an email template", "create an onboarding email", "copy this into LMX", "migrate this email", "convert this email to LMX", "design a new Loops email", "use imagegen for a Loops email", "use gpt-image for an LMX reference", "visual reference for a Loops email", "LMX", "Loops email", or any request to produce, copy, migrate, convert, review, or modify email body content intended for Loops. For net-new emails or major visual redesigns, follow this skill's Net-New Email Design Flow before generating or sourcing new visual assets. Source copy, existing HTML, MJML, Markdown, screenshots, and migration instructions do not bypass this skill's rules unless the user explicitly overrides a specific rule. Do not trigger for questions about the Loops HTTP API, SDK integration, or CLI unless email body content is also involved.