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Found 645 Skills
Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.
Godot 4 GDScript code quality: static typing, signal architecture, coroutines, design patterns, performance optimization, and GDScript-specific idioms. Use when writing or reviewing .gd files in Godot 4 projects for: (1) Enforcing static typing standards, (2) Designing signal and node communication patterns, (3) Implementing state machines/command/observer patterns in GDScript, (4) Optimizing GDScript performance, (5) Reviewing GDScript code for anti-patterns.
Write high-performance JIT compilers and interpreters in the style of Mike Pall, creator of LuaJIT. Emphasizes trace-based compilation, aggressive optimization, and understanding CPU microarchitecture. Use when building JITs, interpreters, or any code where every cycle counts.
Review code for quality, security, and performance with comprehensive feedback.
Create efficient data pipelines with tf.data
Use this skill for WordPress development with Impreza theme and WPBakery Page Builder. Triggers include: converting designs (described, visual, or Figma) to WordPress/Impreza code, creating WPBakery shortcodes, building Impreza pages, implementing responsive layouts, customizing Impreza elements, or any WordPress development task using the Impreza theme with WPBakery. Essential for producing copy-paste ready code that works seamlessly with Impreza theme structure.
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Multi-perspective code review strategy covering architecture, security, performance, and quality. Follow when reviewing code or analyzing changes.
Plan and design Decentraland games and interactive experiences. Use when the user wants game design advice, scene architecture, performance planning, or help structuring a game. Do NOT use for specific implementation (see add-interactivity, build-ui, multiplayer-sync).
Enforces Flutter runtime performance — const subtrees, minimal rebuild scope via ref.watch(select), lazy ListView/GridView builders and slivers, sized image decode (cacheWidth/ResizeImage), heavy work off the UI isolate via compute/Isolate, surgical RepaintBoundary, dispose everything, and measurement in profile mode on a floor device. Use when optimizing UI, diagnosing jank or dropped frames, tuning long lists or images, reviewing rebuild/repaint scope, or when the task mentions const, select, ListView.builder, cacheWidth, compute, RepaintBoundary, AnimatedBuilder, DevTools, raster thread, or 60/120fps.
Analyze a software codebase for algorithmic complexity and performance hotspots, then propose or implement safe optimizations without breaking behavior. Use when Codex is asked to scan many files, find inefficient loops, nested iteration, repeated scans, costly rendering/recomputation, N+1 queries, avoidable O(n^2) or O(n) operations, or reduce complexity such as O(n^2) to O(n log n) / O(n), while preserving tests, APIs, outputs, and maintainability.
Use when writing, reviewing or debugging Luau in a Roblox experience: task.spawn vs task.defer vs task.wait, replacing wait() or spawn(), Deferred events and SignalBehavior, handlers running in the wrong order or not at all, 'attempt to yield across metamethod/C-call boundary', --!strict and the new type solver, typed classes and metatables, Destroy and cleanup, 'server memory keeps growing' or memory leaks, Parallel Luau with Actors and SharedTable, 'not safe to write in parallel', --!native or 'make this script faster', buffers, coroutines.