Use when changing UE5 smartphone rendering, graphics settings, anti-aliasing, ambient occlusion, reflections, post-process, device profiles, or mobile performance tiers. Applies when exposing graphics options to players or claiming that a visual feature works…
strmt7/project_air_defense
SkillsMP has collected 11 skills from strmt7/project_air_defense. Open a skill to review its source and details.
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Showing 11 of 11 collected skills.
Use when changing a major UE5 front-end menu, options flow, modal stack, routed input surface, or layered smartphone-first menu architecture. Applies to CommonUI adoption decisions, activatable-widget stacks, menu settings flows, and player-facing mobile…
Use when changing UE5 mobile gameplay flow, menu-to-battle state, touch input routing, hidden debug bindings, deterministic simulation ownership, or verification for a smartphone-first game. Applies to controller state, battle bootstrap, Enhanced Input, and…
Use when changing any UE5 player-facing menu, HUD, pause surface, settings surface, touch control, or smartphone layout. Applies to UMG/CommonUI choice, safe zones, touch hit targets, information density, keyboard-hint suppression, and keeping the playfield…
State the narrowest correct verification lane and report exactly what passed.
Use when validating Project Air Defense with screenshots, OCR, template matching, or live emulator navigation, especially when libGDX SurfaceView content is not visible in the Android accessibility tree.
Use this skill when building, debugging, balancing, profiling, or visually upgrading the Project Air Defense Android 3D missile-defense prototype, especially for libGDX battle flow, mobile rendering quality, interception logic, HUD ergonomics, and…
One-shot caveman reference card aligned to upstream caveman v1.5.0.
Mandatory concise-output mode for Project Air Defense agents.
Keep agent context small, fast, and deterministic in Project Air Defense.
Source, validate, attribute, and integrate city/structure assets for Project Air Defense.