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Skills 列表

firebase-hosting-basics
Skill for working with Firebase Hosting (Classic). Use this when you want to deploy static web apps, Single Page Apps (SPAs), or simple microservices. Do NOT use for Firebase App Hosting.
firebase
firebase-app-hosting-basics
Deploy and manage web apps with Firebase App Hosting. Use this skill when deploying Next.js/Angular apps with backends.
firebase
firebase-security-rules-auditor
A skill to evaluate how secure Firestore security rules are. Use this when Firestore security rules are updated to ensure that the generated rules are extremely secure and robust.
firebase
firebase-ai-logic-basics
Official skill for integrating Firebase AI Logic (Gemini API) into web applications. Covers setup, multimodal inference, structured output, and security.
firebase
firebase-firestore
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firebase
firebase-crashlytics
Comprehensive guide for Firebase Crashlytics, including provisioning and SDK usage. Use this skill when the user needs help setting up Crashlytics, adding crash reporting, or using the Crashlytics SDK in their application.
firebase
xcode-project-setup
Safely modifies Xcode projects (.pbxproj) to add Swift Packages and link files. Use this skill whenever an iOS project needs dependencies installed (e.g. Firebase, Alamofire).
firebase
rust-skills
Comprehensive Rust coding guidelines with 265 rules across 26 categories. Use when writing, reviewing, or refactoring Rust code. Covers ownership, error handling, async patterns, concurrency, unsafe code, API design, memory optimization, performance, numeric safety, conversions, serde, pattern matching, macros, closures, observability, testing, and common anti-patterns. Invoke with /rust-skills.
leonardomso
deslop
Remove AI-generated code slop from the current branch. Use after writing code to clean up unnecessary comments, defensive checks, and inconsistent style.
brianlovin
ui-craft-dense-dashboard
Dense dashboard / admin / Bloomberg / Retool / data-heavy internal tools. Locked knobs: CRAFT=7, MOTION=3, DENSITY=9. IBM Plex + mono numbers, semantic palette, 4/8px grid, sparklines, tabular-nums. Trigger on: dashboard, admin panel, data-dense, analytics, Bloomberg-like, Retool-like.
educlopez
simplify
Simplify and refine recently modified code for clarity and consistency. Use after writing code to improve readability without changing functionality.
brianlovin
marimo-pair
Drive a live marimo notebook as a workspace: run Python in the same kernel the user does, inspect live notebook state, and commit durable notebook changes. Use when the user wants to start a marimo notebook or pair on an active marimo session.
marimo-team
wechatpay-payment-integration
微信支付(WeChat Pay)相关问题的统一入口,处理与微信支付接入、产品、开发、运营、品牌经营相关的咨询,提供产品选型、官方示例代码、接入质量评估、答疑与排障。Use when user mentions "微信支付", "微信收款", "WeChat Pay", "JSAPI", "APP支付", "H5支付", "Native支付", "扫码支付", "付款码", "小程序支付", "合单支付", "医保支付", "微信支付分", "分账", "转账", "委托代扣", "周期扣款", "代金券", "商家券", "特约商户进件", "服务商", "sub_mchid", "APIv2", "APIv3", "回调", "签名", "证书", "错误码", "OpenID", "品牌经营", "品牌经营平台", "品牌门店", "商家名片", "名片会员", "商品券", "摇一摇有优惠", "摇优惠", "品牌入驻", or asks to "推荐支付方式/产品选型", "要接口或示例代码", "做接入代码质量审查/上线前检查", "解释字段含义或接口规则", "排查报错/查单/支付问题".
wechatpay-apiv3
ue-physics-collision
Use when implementing collision detection, trace queries, physics simulation, or physical interactions in Unreal Engine. Triggers on: 'collision', 'trace', 'LineTrace', 'line trace', 'overlap', 'physics', 'hit result', 'sweep', 'collision channel', 'physics body', 'Chaos', 'raytrace', 'OnHit', 'OnBeginOverlap'. See related skills for component architecture and AI navigation.
quodsoler
ue-networking-replication
Use this skill when working on multiplayer networking, replication, RPC calls, net role logic, server/client authority, prediction, or synchronizing game state. Also use when the user mentions 'DOREPLIFETIME', 'dedicated server', 'replicated', or 'net role'. See references/replication-patterns.md for common patterns and references/rpc-decision-guide.md for RPC type selection. For GAS networking, see ue-gameplay-abilities.
quodsoler
terraform-infrastructure
Infrastructure as Code using Terraform with modular components, state management, and multi-cloud deployments. Use for provisioning and managing cloud resources.
aj-geddes
ue-procedural-generation
Use this skill when working with procedural generation in Unreal Engine: PCG framework, ProceduralMesh, instanced mesh, HISM, spline, runtime mesh, noise, terrain generation, or dungeon generation. See references/pcg-node-reference.md for PCG node types and references/procedural-mesh-patterns.md for mesh generation patterns. For physics on procedural geometry, see ue-physics-collision.
quodsoler
ue-gameplay-framework
Use this skill when working with Unreal Engine's gameplay framework classes: GameMode, GameState, PlayerController, PlayerState, Pawn, Character, or GameInstance. Also use when the user mentions 'gameplay framework', 'game rules', 'player management', 'match flow', or 'player spawning'. See references/framework-class-map.md for the full authority/presence matrix. For networking/replication, see ue-networking-replication. For input setup, see ue-input-system.
quodsoler
ue-animation-system
Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities.
quodsoler
ue-input-system
Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding', 'input trigger', 'input modifier', 'gamepad', or 'keyboard'. Covers ETriggerEvent, built-in triggers (Hold, Tap, Pulse, ChordAction, Combo), built-in modifiers (DeadZone, Scalar, Negate, SwizzleAxis), and custom trigger/modifier authoring. See references/input-action-reference.md for the full catalogue. For UI input modes, see ue-ui-umg-slate.
quodsoler
ue-data-assets-tables
Use when working with DataAsset, DataTable, soft reference, hard reference, TSoftObjectPtr, async loading, Asset Manager, StreamableManager, or game data structures in Unreal Engine. See references/asset-loading-patterns.md for async loading and StreamableManager patterns. See references/data-driven-design.md for data-driven gameplay architecture. For serialization, see ue-serialization-savegames. For C++ foundations, see ue-cpp-foundations.
quodsoler
ue-gameplay-abilities
Use this skill when working with GAS, Gameplay Ability System, GameplayAbility, GameplayEffect, AttributeSet, GameplayTags, ability system, buffs, debuffs, cooldowns, or attribute modification. See references/ for detailed setup patterns, effect configuration, and ability task usage.
quodsoler
ue-character-movement
Use this skill when working with character movement, CharacterMovementComponent, CMC, movement modes, walking, falling, swimming, flying, custom movement, network prediction, FSavedMove, root motion, floor detection, step-up, or character physics. Also use for 'PhysWalking', 'PhysCustom', 'LaunchCharacter', 'WalkableFloor', or 'movement replication'. See references/ for CMC extension patterns and movement pipeline details.
quodsoler
api-contract-testing
Verify API contracts between services to ensure compatibility and prevent breaking changes. Use for contract testing, Pact, API contract validation, schema validation, and consumer-driven contracts.
aj-geddes