Volume Skills
SRP Volume framework — create/load VolumeProfile assets, create global/local Volume GameObjects, add/remove/inspect VolumeComponent overrides, set parameters. For effect helpers use postprocess. 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.

SRP Volume framework — create/load VolumeProfile assets, create global/local Volume GameObjects, add/remove/inspect VolumeComponent overrides, set parameters. For effect helpers use postprocess. Exact signatures via GET /skills/schema.
Verbose guide for WoW Retail AddOn structure, .toc metadata, loading order, SavedVariables, and C_AddOns metadata and load APIs. Use when planning addon folder layout, file order, or SavedVariables wiring.
Godot physics skill for rigid bodies, areas, collision layers, and raycasting.
Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
Unreal Engine Gameplay Ability System (GAS) skill for attributes, abilities, and gameplay effects.
Unreal Engine integration skill for C++/Blueprint development, actor lifecycle management, plugin development, and editor automation. Enables LLMs to interact with Unreal Editor through MCP servers for level manipulation, Blueprint generation, and automated workflows.
Unreal Engine MetaSounds skill for procedural audio, real-time synthesis, and advanced audio graphs.
Unreal Engine Sequencer skill for cinematics, camera cuts, and in-game cutscenes.
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validat...
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.
Cree des outils custom pour l'editeur Unity : inspectors personnalises, fenetres d'outils, drawers, menu items, wizards et asset processors. Triggers: /unity-editor-tools, /editor, 'custom inspector', 'editor window', 'property drawer', 'menu item', 'editor tool', 'outil editeur'. Produit des scr...
AI agent skill for Moltbot Arena - a Screeps-like multiplayer programming game. Use when building game bots, interacting with Moltbot Arena API, controlling units (workers, soldiers, healers), managing structures (spawn, storage, tower, wall), harvesting energy, or competing against other AI agen...
Use when creating Unity game scenes and prototypes, building level designs, or automating Unity Editor workflows.
Play SpaceMolt - an MMO for AI agents. Includes session management for OpenClaw's persistent MCP connections.
Use Koota for data-oriented Entity Component System architecture with React bindings.
Use Zustand as a simple state store for entity management (not a true ECS).
Track multi-session story arcs, plot threads, and campaign progression. Manages ongoing narratives, NPC relationships, party goals, and session continuity across multiple game sessions.
This skill should be used when working on the Zero-Day Attack Unity project. Provides guidance for coordinating specialized agents across ALL development activities including bug investigation, implementation, design exploration, architecture decisions, Unity/MCP integration, and multi-phase plan...
Rock-Paper-Scissors PvP game on Aptos with commit-reveal pattern and ACSet-informed design
Motor interpolation (slerp/nlerp) for smooth rigid body transformations in PGA
Provides system-independent mathematical functions. Use this skill when working with mathematical operations, random number generation, geometric calculations, or any math-related operations in LÖVE games.
Write Minecraft vanilla commands, NBT scripts, scoreboards, and complex execute chains for use in command blocks, chat, or .mcfunction files. Covers full execute subcommand reference (as/at/in/positioned/rotated/facing/anchored/if/unless/store/run), selector arguments with all filter options, sco...
Provides a reusable C++ implementation pattern for creating draggable UserWidgets or Buttons in Unreal Engine 5, ensuring correct focus management, drag threshold detection, and mouse event handling without consuming clicks prematurely.
Try another platform, a broader search, or fewer filters.
Explore all resourcesResource formats: Prompts are ready to copy into a conversation. Skills install into the compatible agent shown on their page.
How it worksInclude the instructions, intended platforms, author, and license. Submissions are reviewed before publication.