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kurotu
GitHub-Creator-Profil

kurotu

Repository-Ansicht von 19 gesammelten Skills in 3 GitHub-Repositories.

gesammelte Skills
19
Repositories
3
aktualisiert
2. Aug. 2026
Repository-Explorer

Repositories und repräsentative Skills

docs-website
Softwareentwickler

Use this skill FIRST for any task whose output lives in the `Website/` directory — the VRCQuestTools user manual / docs site (Docusaurus, bilingual en/ja). That means: editing or writing any manual page (intro.md, tutorial, component reference pages like…

2. Aug. 2026
worktree-setup
Softwareentwickler

Use this skill FIRST, before anything else, whenever work is about to happen in a brand-new VRCQuestTools checkout — right after `git clone` or `git worktree add`, or when the user mentions a fresh/new worktree, clone, or checkout and wants to launch Unity,…

2. Aug. 2026
vrc-get
Softwareentwickler

Install, remove, and manage VRChat VPM packages using the vrc-get CLI. Use this skill whenever the user wants to install or add VPM packages (e.g. NDMF, lilToon, Modular Avatar, Avatar Optimizer, VRChat SDK), search for packages, manage VPM repositories,…

28. Juli 2026
cognitive-rhythm-writing
Technische Redakteure

説明的な文章に緩急を設計するための規範。緩急を装飾ではなく認知モードの切替(観察→逡巡→断定→再観察)と未回収の緊張の管理として扱い、文の拍、段落の密度波形、節の入り方、緩みと駄文の判別、執筆後の機械的な点検手順を定める。読み物として読ませたい章・記事・解説文を生成するとき、または「密度はあるが平坦でおもしろくない」文章を診断・修正するときに使用する。

19. Juli 2026
docs-screenshots
Softwareentwickler

Re-capture or resize VRCQuestTools documentation screenshots (Website/static/img/*.png), produced by the Tools/VRCQuestTools/Debug/Screenshots menu, after a Unity Inspector/EditorWindow field, default value, or layout changes, or when adding a brand-new…

16. Juli 2026
japanese-tech-writing
Technische Redakteure

日本語の技術文書・書籍原稿の文章規範。整形(一文一行、引用ブロック、脚注、コラム記法)、段落と論証の構成(パラグラフライティング)、論証の厳密さ(ツッコミどころの除去)、読み手の負荷の管理、視点と語り、演出の抑制、LLM っぽい空句の禁止、冗長の排除を定める。日本語で技術書の章、草稿、記事、解説文を書くとき、または推敲・リライトするときに使用する。

13. Juli 2026
uloop-execute-dynamic-code
Softwareentwickler

Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.

4. Juli 2026
uloop-compile
Softwareentwickler

Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.

26. Juni 2026
Es werden 8 von 12 gesammelten Skills angezeigt.
uloop-execute-dynamic-code
Softwareentwickler

Execute C# code dynamically in Unity Editor. Use when you need to: (1) Wire prefab/material references and AddComponent operations, (2) Edit SerializedObject properties and reference wiring, (3) Perform scene/hierarchy edits and batch operations, (4) PlayMode…

31. März 2026
uloop-execute-menu-item
Softwareentwickler

Execute Unity Editor menu commands programmatically. Use when you need to: (1) Trigger menu commands like save, build, or refresh, (2) Automate editor actions via menu paths, (3) Run custom menu items defined in project scripts.

31. März 2026
uloop-screenshot
Softwareentwickler

Capture screenshots of Unity Editor windows as PNG files. Use when you need to: (1) Screenshot Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save editor window appearance as…

31. März 2026
uloop-simulate-keyboard
Softwarequalitätssicherungsanalysten und -tester

Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input…

31. März 2026
uloop-simulate-mouse-input
Softwareentwickler

Simulate mouse input in PlayMode via Input System. Injects button clicks, mouse delta, and scroll wheel directly into Mouse.current. Use when you need to: (1) Click in games that read Mouse.current.leftButton.wasPressedThisFrame, (2) Right-click for actions…

31. März 2026
uloop-simulate-mouse-ui
Softwarequalitätssicherungsanalysten und -tester

Simulate mouse click, long-press, and drag on PlayMode UI elements via EventSystem screen coordinates. Use when you need to: (1) Click buttons or interactive UI elements during PlayMode testing, (2) Drag UI elements from one position to another, (3) Hold a…

31. März 2026
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