Agent Skills

Games

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ue-async-threadingquodsolerUse when offloading work off the game thread, dispatching results back to it, running data-parallel loops, or scheduling timers and tickers in UE C++. Also use when the user mentions 'UE::Tasks::Launch', 'FPipe', 'FTaskEvent', 'AsyncTask', 'Async()', 'TFuture', 'TPromise', 'ParallelFor', 'FRunnable', 'FAsyncTask', 'FCriticalSection', 'FRWLock', 'UE::FMutex', 'TMpscQueue', 'IsInGameThread', 'FTSTicker', 'SetTimer', 'thread safety'. For async asset loading, see ue-data-assets-tables; for smart poiue-audio-systemquodsolerUse when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. Also use when the user mentions 'UAudioComponent', 'PlaySoundAtLocation', 'SpawnSoundAttached', 'SoundCue', 'MetaSound', 'UMetaSoundSource', 'SetFloatParameter', 'sound attenuation', 'spatialization', 'occlusion', 'sound concurrency', 'submix', 'audio bus', 'sound mix', 'SetSubmixOutputVolume', 'reverb', 'Quartz', 'audio modulation' or 'subtitles'. For VFX timing, sue-character-movementquodsolerUse when writing or debugging UCharacterMovementComponent code: custom movement modes, floor detection, jumping, crouching, root motion, moving platforms, or client-side movement prediction. Also use when the user mentions 'CharacterMovementComponent', 'CMC', 'PhysCustom', 'PhysWalking', 'MOVE_Custom', 'FSavedMove_Character', 'GetCompressedFlags', 'FCharacterNetworkMoveData', 'MovementBase', 'LaunchCharacter', 'WalkableFloorAngle', 'SetGravityDirection', 'NavWalking', or 'FRootMotionSource'. Forue-cpp-foundationsquodsolerUse when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATED_BODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLARE_DYNAMIC_MULTICAST_DELEGATE, AddDynamic, FName, FString, FText, UGameInstanceSubsystem, UWorldSubsystem, GetDefault, TNotNull. Also use when the user mentions 'UE C++', 'garbage collection', 'CDO', 'smart pointers' or 'specifiers'. For Actor and componenue-game-featuresquodsolerUse when building, activating or debugging Game Feature plugins and modular gameplay. Also use when the user mentions 'GameFeatureAction', 'UGameFeatureData', 'GameFeaturesSubsystem', 'LoadAndActivateGameFeaturePlugin', 'BuiltInInitialFeatureState', 'ExplicitlyLoaded', '.uplugin', 'GameFrameworkComponentManager', 'AddReceiver', 'AddComponentRequest', 'AddExtensionHandler', 'NAME_GameActorReady', 'init state', 'UPawnComponent', 'ModularGameplay', 'experience system' or 'Lyra-style modular architeue-gameplay-abilitiesquodsolerue-gameplay-frameworkquodsolerue-input-systemquodsolerUse when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'WASD', 'gamepad', 'key rebinding', 'UEnhancedInputUserSettings' or 'input mapping priority'. For UI inue-mass-entityquodsolerue-materials-renderingquodsolerUse when writing C++ for materials or rendering — dynamic material instances, material parameter collections, render targets, scene capture, post process, decals, Nanite, Lumen, MegaLights, Substrate. Also use when the user mentions 'MID', 'CreateDynamicMaterialInstance', 'SetScalarParameterValue', 'UMaterialInstanceDynamic', 'material parameter collection', 'UTextureRenderTarget2D', 'DrawMaterialToRenderTarget', 'scene capture', 'post process volume', 'FPostProcessSettings', 'bOverride_', 'blenue-module-build-systemquodsolerUse when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAME_API', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENT_MODULE', 'IMPLEMENT_PRIMARY_GAME_MODULE', 'LoadingPhase', 'circular dependency', 'Missing precompiled manifest', 'EngineAssociation', 'IncludeOrderVersion', 'Live Codinue-niagara-effectsquodsolerue-physics-collisionquodsolerue-procedural-generationquodsolerue-sequencer-cinematicsquodsolerUse when playing Level Sequences from C++, building cutscenes or in-game camera moments, binding actors to sequence tracks at runtime, wiring Sequencer event tracks, or rendering with Movie Render Graph. Also use when the user mentions 'Sequencer', 'LevelSequence', 'ALevelSequenceActor', 'ULevelSequencePlayer', 'CreateLevelSequencePlayer', 'cutscene', 'camera cut', 'event track', 'ULevelSequenceDirector', 'SetBindingByTag', 'spawnable', 'possessable', 'CineCamera', 'Movie Render Queue', or 'MRQ'ue-serialization-savegamesquodsolerUse when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++. Also use when the user mentions 'save game', 'USaveGame', 'SaveGameToSlot', 'AsyncSaveGameToSlot', 'LoadGameFromSlot', 'DoesSaveGameExist', 'DeleteGameInSlot', 'ULocalPlayerSaveGame', 'UPROPERTY(SaveGame)', 'FArchive', 'FMemoryWriter', 'FCustomVersion', 'save versioning', 'migrate old saves', 'save file corrupted', 'UDeveloperSettings', or 'GConfig'. For asset references, ue-state-treesquodsolerue-testing-debuggingquodsolerUse when writing or running Unreal Engine tests, adding logging, or profiling a build. Also use when the user mentions 'UE_LOG', 'log category', 'DEFINE_LOG_CATEGORY', 'UE_LOGFMT', 'verbosity', 'check', 'ensure', 'ensureMsgf', 'verify', 'IMPLEMENT_SIMPLE_AUTOMATION_TEST', 'automation test', 'TEST_CLASS', 'CQTest', 'AFunctionalTest', 'latent command', 'Unreal Insights', 'TRACE_CPUPROFILER_EVENT_SCOPE', 'TRACE_BOOKMARK', 'stat unit', 'SCOPE_CYCLE_COUNTER', 'memreport', 'DrawDebugLine', 'UE_VLOG', ue-ui-umg-slatequodsolerUse when writing or fixing Unreal Engine UI in C++ — UMG user widgets, Slate widgets, Common UI screens, or MVVM view models. Also use when the user mentions 'UUserWidget', 'NativeConstruct', 'BindWidget', 'CreateWidget', 'AddToViewport', 'ESlateVisibility', 'OnClicked', 'UListView', 'widget animation', 'SNew', 'SLATE_BEGIN_ARGS', 'SCompoundWidget', 'UCommonActivatableWidget', 'activatable widget stack', 'UCommonButtonBase', 'gamepad focus', 'FUIInputConfig', 'UMVVMViewModelBase', 'FieldNotify',ue-world-level-streamingquodsolerblender-exportroble3Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "exporoblox-animationssentinelcoreUse when working with Roblox animation systems including playing, stopping, or blending animations on Humanoid characters or non-Humanoid models, handling AnimationTrack events, replacing default character animations, or debugging animation priority and blending issues.roblox-datastoressentinelcoreUse when implementing player data persistence in Roblox, saving/loading player stats or inventory, building leaderboards with ordered datastores, handling data migration between versions, diagnosing data loss issues, or adding auto-save and shutdown-safe data handling with DataStoreService.roblox-guisentinelcoreUse when building, animating, or debugging Roblox GUI elements including HUDs, menus, world-space UI, and player labels. Triggers on: ScreenGui setup, SurfaceGui or BillboardGui placement, UDim2 sizing questions, TweenService UI animations, responsive scaling, LocalScript GUI logic, ResetOnSpawn issues, or any Frame/TextLabel/ImageButton layout work.roblox-monetizationsentinelcoreUse when developing Roblox games or experiences and need to earn Robux through Game Passes, Developer Products, UGC avatar items, or Premium Payouts — covers both Studio scripting and Creator Hub dashboard setup.roblox-performancesentinelcoreUse when optimizing a Roblox game for better frame rates, reducing lag, improving server or client performance, diagnosing FPS drops, handling large worlds, or when asked about streaming, draw calls, object pooling, LOD, MicroProfiler, or expensive loop operations.roblox-remote-eventssentinelcoreUse when implementing client-server communication in Roblox, firing events between LocalScripts and Scripts, passing data across the network boundary, syncing game state, or defending against exploits that abuse RemoteEvents or RemoteFunctions.roblox-securitysentinelcoreUse when writing Roblox game scripts that handle player actions, currencies, stats, damage, or any RemoteEvent/RemoteFunction communication. Use when reviewing code for exploitable patterns, implementing anti-cheat logic, validating client requests on the server, or setting up rate limiting.minecraft-bukkit-prosickn33Master Minecraft server plugin development with Bukkit, Spigot, and Paper APIs.unity-developersickn33Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment.spritecook-generate-tilesetsspritecookTileset generation guide for SpriteCook. Use with spritecook-workflow-essentials when generating autotile tilesets through SpriteCook MCP tools, choosing tile sizes, using reference/edit/style asset IDs, and saving generated tileset asset IDs.spritecook-use-assets-in-godotspritecookGodot workflow for SpriteCook assets. Use when the user wants to turn SpriteCook spritesheet PNGs, animation assets, or character animation runs into Godot SpriteFrames resources and AnimatedSprite2D/AnimatedSprite3D animation nodes. Covers both manual spritesheet-to-Godot setup and the optional SpriteCook MCP Godot export endpoint.spritecook-use-dual-grid-tilesetsspritecookImplementation guide for using SpriteCook top-down 15-piece tilesets with a dual-grid autotile renderer. Use when explaining or coding how to map a 4x4 15-piece tileset image into terrain using SpriteCook's dual-grid mask system.roblox-analyticstabooharmonyUse when tracking player behavior, economy events, or funnels with AnalyticsService, including event taxonomy, rate limits, and batching.roblox-animation-vfxtabooharmonyUse when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.roblox-architecturetabooharmonyUse when assigning Roblox feature ownership, code location, dependencies, startup, or client-server boundaries without imposing a framework.roblox-audiotabooharmonyUse when implementing Roblox audio playback, spatial sound, music, sound effects, SoundGroups, or dynamic audio effects.roblox-buildingtabooharmonyUse when building geometry, maps, props, or generated assets with MCP or standalone Luau.roblox-cameratabooharmonyUse when scripting Roblox camera behavior, CFrame placement, screen raycasts, first or third-person views, or cutscenes.roblox-cloudtabooharmonyUse for Roblox Open Cloud APIs, API keys, OAuth 2.0, webhooks, scopes, token lifecycle, or in-experience HttpService calls.roblox-datatabooharmonyUse when implementing player data persistence with DataStore, session ownership, schemas, migrations, or save and load flows.roblox-growth-designtabooharmonyUse for growth diagnosis, discovery, retention, onboarding, experiments, LiveOps, and packaging.roblox-guitabooharmonyUse when building Roblox menus, HUDs, shops, notifications, dialogs, or responsive cross-platform UI.roblox-inputtabooharmonyUse when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.roblox-lightingtabooharmonyUse for Roblox lighting, atmosphere, day/night, or post-processing effects.roblox-localizationtabooharmonyUse when implementing Roblox multi-language support, translation tables, auto-translation, locale-specific content, or region detection.roblox-luau-patternstabooharmonyUse for Roblox module boundaries, object lifecycles, signals, task scheduling, fallible calls, and cleanup in Luau.roblox-luau-typestabooharmonyUse for Luau annotations, generics, unions, narrowing, strictness, sealed tables, module type exports, typed metatables, or new-solver features.roblox-monetizationtabooharmonyUse when implementing Roblox GamePasses, Developer Products, subscriptions, private servers, Creator Rewards, or purchase policy checks.roblox-networkingtabooharmonyUse when validating RemoteEvent or RemoteFunction arguments, adding rate limits, designing server-authoritative systems, or preventing exploits.

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