Graphics Skills
Project-wide GraphicsSettings/QualitySettings for SRP — quality overview/level, default and per-quality SRP asset, Always Included Shaders, shader stripping. Exact signatures via GET /skills/schema.
Browse reusable instructions for your AI tools. Copy and customize a prompt, or download a skill for a supported agent.

Project-wide GraphicsSettings/QualitySettings for SRP — quality overview/level, default and per-quality SRP asset, Always Included Shaders, shader stripping. Exact signatures via GET /skills/schema.
Modern SRP post-processing on URP/HDRP VolumeProfiles — add/remove/inspect/tune Bloom, Depth Of Field, Tonemapping, Vignette, Color Adjustments. Not for legacy PPv2. Exact signatures via GET /skills/schema.
Read-only Unity runtime performance snapshots — FPS, frame time, batches/draw calls, triangles/vertices, memory (total/mono/per-asset), object counts, AssetBundle stats. Exact signatures via GET /skills/schema.
Unity project reconnaissance advisor. Load this FIRST in existing projects before proposing architecture changes — inspects Unity version, packages, asmdefs, folders, coding patterns. Triggers: inspect project, scout project, project baseline, analyze project, what does this project use, existing...
Unity UGUI (Canvas-based) creation and layout — Canvas/Panel/Button/Text(TMP)/Image/InputField/Slider/Toggle/Dropdown/ScrollView, RectTransform anchors, layout groups. For UXML/USS use uitoolkit. Exact signatures via GET /skills/schema.
Unity testability advisor. Use when users want to improve testability, isolate logic from MonoBehaviour, or plan EditMode/PlayMode tests. Triggers: testability, unit test, how to test, write tests, editmode test, playmode test, isolate logic, mock, 怎么测试, 写测试, 可测试, 测试性, 单元测试, 逻辑分离.
Scene composition contract advisor for Unity. Use when users want to define required scene objects, component dependencies, bootstrap logic, or reference wiring rules. Triggers: scene contract, bootstrap, required references, scene wiring, scene dependencies, what must be in the scene, 场景契约, 场景装配...
Architect and coding assistant for a C++ SDL 2D game engine, enforcing specific design patterns (SOLID, Attorney-Client), modern C++ resource management (std::unique_ptr, Rule of Five), architectural constraints (state caching, camelCase), flexible Renderer API design, and efficient batch renderi...
Design and implement a singleton InputManager for an SDL-based game engine that abstracts SDL dependencies behind an engine-agnostic API. It encapsulates gamepad logic in a dedicated class, uses unordered maps for robust device management, and tracks input state transitions.
Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability.
Generates C++ header and implementation files for a Vulkan-based game engine, covering core systems (Window, Renderer, etc.) and UI architecture (UIManager, UIElement), strictly adhering to RAII, Vulkan best practices, and specific integration patterns.
Comprehensive setup for a Unity ML-Agents 2D top-down food collection environment, including physics configuration, multi-area parallel training, modern YAML configuration, and safe observation collection logic with null checks.
Complete reference for WoW Retail Encounter Journal, Mythic+/Challenge Mode, Instance, Scenario, Raid Lock, and Season APIs. Covers EncounterJournal (dungeon/raid boss database, loot tables, section navigation), C_ChallengeMode (M+ keystones, affixes, timers, best times), C_MythicPlus (weekly run...
Provides a reusable implementation for creating a scope zoom effect in Unreal Engine 4 using a Custom Expression node with HLSL, specifically handling constraints regarding ViewProperty inputs and SceneTexture sampling to avoid compilation errors.
Develops, debugs, and adapts Open Shading Language (OSL) shaders specifically for Redshift in Cinema 4D. Ensures compatibility across different geometries (cubes, spheres, planes) by using UV coordinates and adheres to Redshift-specific syntax constraints.
Complete reference for WoW Retail Item, Container (Bag), Bank, Loot, Equipment, Socket, Upgrade, Merchant, and World Loot Object APIs. Covers C_Item info/count/cooldown/equip/type checks, C_Container bag slots/sort/search/use, C_Bank tabs/deposit/withdraw, C_Loot roll/legacy mode, C_ItemSocketInf...
Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary, with specific error handling and documentation requirements.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Dump Unity IL2CPP symbols from iOS/Android builds. Extract method names, addresses, and type info from IL2CPP binaries and global-metadata.dat, then generate IDA/Ghidra import scripts.
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
Refactoring incremental et securise de code C# Unity. Detecte les code smells, propose un plan priorise par risque, et execute les changements un par un avec verification de compilation. Triggers: /unity-refactor, 'refactor', 'code smell', 'clean code', 'dette technique', 'refactoring unity'. Pro...
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