Loading...
Loading...
Found 1,489 Skills
Build, integrate, and answer how-to questions for Stream Chat in Unreal Engine games and apps. Use for Unreal Engine / UE5 / C++ / Blueprint / UMG project work - plugin install per engine version, StreamChatClientComponent wiring on the HUD, ConnectUser and tokens, channels and messages, the shipped WBP_* chat widgets, theming, cooking, and iOS / Android / desktop packaging. Triggers on unreal, unreal engine, ue5, ue 5.7, ue 5.8, .uproject, .uplugin, Build.cs, umg, blueprint, widget blueprint, StreamChat plugin, UStreamChatClientComponent, UChatChannel, FChannelProperties, WBP_TeamChat, in-game chat, game chat. Chat only - there is no Stream Video or Feeds SDK for Unreal.
Use this skill when adding or changing AI chat, text generation, reasoning, tools, model selection, or structured JSON output in a Customware-generated React Router and Hono app. It covers the server-only Customware AI Gateway, AI SDK with the OpenRouter adapter, AI Elements UI, supported model choices, and mandatory live model and structured-output checks.
Turso Cloud — fully managed SQLite-compatible database platform, accessed over the network. Use when connecting an application to a Turso Cloud database, creating or scoping auth tokens (JWT, fine-grained permissions, JWKS/external auth providers), or provisioning and managing cloud databases. Covers per-language SDKs (JavaScript/TypeScript, Python, Go, Rust), authentication & authorization, and marketplace integrations (Vercel).
Add and configure in-game voice chat and text chat for Unity multiplayer games using Unity Vivox. Covers microphone setup and mic permissions on Android/iOS, voice activity detection (VAD) tuning, voice volume and mute controls in a settings UI (VoiceVadMinimumVolume, mic slider, mute button, speaking indicator), proximity/3D spatial voice for FPS/co-op games, team/party/lobby/guild voice channels, push-to-talk, muting self and other players, whisper/direct messages, in-game text chat, and Vivox SDK init + Unity Authentication sign-in. Use when the user asks to add voice chat, voice comms, microphone/mic support, a voice-chat settings UI, mute button, VAD threshold, push-to-talk, proximity or spatial voice, team voice, party chat, lobby chat, direct messages, or mentions Vivox, VivoxService, com.unity.services.vivox, JoinGroupChannelAsync, JoinPositionalChannelAsync, LoginAsync, or migrating from legacy Vivox (Client.Instance / LoginSession / AccountId).
Call Exa Search directly with cURL or raw HTTP. Use when an agent needs Exa semantic web retrieval from POST /search without an SDK, including ranked results, domain or category filters, freshness-aware result content, highlights or text extraction, structured output, or streaming search responses.
Implements Google Cast support in Android apps using Jetpack Media3. Handles adding build dependencies, updating manifest, configuring OptionsProvider, and managing CastPlayer or RemoteCastPlayer for playback in both Compose and View-based UIs. Use when adding Cast functionality or migrating from legacy Cast SDK to Media3 Cast.
Migrate a legacy Decentraland SDK6 scene to SDK7. Use when the user wants to port an SDK6 scene, upgrade the decentraland-ecs dependency to @dcl/sdk, or rewrite class-based scene code in the ECS style. Do NOT use for new scenes (see create-scene) or for SDK7-to-SDK7 refactors.
Cross-cutting runtime APIs for Decentraland SDK7 scenes. Use when the user needs async work (executeTask), HTTP (fetch/signedFetch) or WebSocket, timers, realm/scene metadata, restricted actions (movePlayerTo, teleport, emotes, external URLs), system execution order/priority, or to write scene tests. Do NOT use for UI (see build-ui), multiplayer sync (see multiplayer-sync), avatar/player data (see player-avatar), or polling-based input (see advanced-input).
Build, extend, and deploy Decentraland SDK7 scenes. This is the entry-point skill — it contains agent behavioral guidelines, the composite-first rule, and an index of all individual topic skills. Install this alongside the individual skills you need, or use `--skill '*'` to install everything.
Iterate on a local Decentraland SDK7 scene against a running Explorer build through its MCP automation server. Use when the user asks to see, test, verify, walk through, screenshot, or debug a scene in-world, when they name the Explorer or its MCP server, or whenever an `mcp__explorer__*` tool is available in the session.
Emit particles (fire, smoke, snow, fireworks, magic, trails) from an entity in a Decentraland SDK7 scene with the ParticleSystem component. Do NOT use for procedural entity motion (see animations-tweens), GLTF model effects (see add-3d-models), or 2D UI effects (see build-ui).
Scaffold a new Decentraland SDK7 scene project. Use when the user wants to start a new scene or create a project. Do NOT use for deployment (see deploy-scene or deploy-worlds).