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Ankhora
Ankhora contient 11 skills collectées depuis LenySauzet, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Use to generate Ankhora's project insights / progress report for an Epitech follow-up or any review — a dated, self-contained HTML file with charts (KPIs, velocity, contribution, board, quality, PRs-by-type, decisions & discoveries, feature-flow diagrams, what worked / didn't, improvement ideas), AND to derive a horizontal slideshow deck from it for live presentation. Both share Ankhora's branded "spatial control deck" design (dark visionOS/Meta-Spatial glass, anchor logo, Bricolage Grotesque display). Pulls from the repo docs/ADRs, git history (all branches), the PRs (CodeRabbit + Claude summaries) and the GitHub Project board. Triggers: "rapport d'insights", "rapport de suivi / follow-up", "progress report", "KPI report", "rapport pour la présentation", "génère le diaporama / la présentation / les slides", "slideshow / deck".
Execute git commit with conventional commit message analysis, intelligent staging, and message generation. Use when user asks to commit changes, create a git commit, or mentions "/commit". Supports: (1) Auto-detecting type and scope from changes, (2) Generating conventional commit messages from diff, (3) Interactive commit with optional type/scope/description overrides, (4) Intelligent file staging for logical grouping
Use when adding or assembling an XR interaction in the Ankhora Quest 3 scene — a camera/hand rig, a grabbable, a poke/ray canvas, a teleport hotspot, or a spatial-anchor + annotation. Drives the Meta XR Building Blocks (meta_* tools) in the correct order, defines the scene's required-object contract, and verifies the result with a scene capture. Triggers: add XR rig, hand tracking rig, grabbable, interaction rig, poke canvas, ray canvas, teleport, spatial anchor, annotation, build the masterclass scene.
Use when setting up or tuning Mixed Reality in Ankhora — enabling Meta Passthrough so the learner sees their real room with virtual content composited in, configuring underlay/overlay, depth/occlusion, or deciding MR-vs-VR for a scene. Triggers: passthrough, mixed reality, MR, see-through, OVRPassthroughLayer, composite, occlusion, depth, real room, see the real world, environment.
Use when defining, extending, or consuming Ankhora's core record/replay data model — the masterclass timeline of hand poses, head pose, events (annotation/anchor), and the audio track reference. The spine of the product; read this before touching capture or replay code. Triggers: record format, replay data, masterclass file, timeline, hand pose serialisation, data model, schema, frame format, what gets saved, serialize masterclass, DTO.
Use when persisting or restoring a position in the user's real space in Ankhora — placing, saving, loading, or erasing a Meta Spatial Anchor so an annotation or object stays put across a session. Triggers: spatial anchor, OVRSpatialAnchor, persist position, anchor an annotation, world-locked, save anchor, load anchor, erase anchor, anchor in real space, where did the user place it.
Use when deciding how to make Ankhora gameplay logic testable, isolating logic out of MonoBehaviour, or choosing between EditMode and PlayMode tests. Especially for the record/replay core (serialising hand poses, timeline stepping, annotation/anchor data) which should be plain C# and EditMode-tested. Triggers: testability, how to test this, write a test, unit test, EditMode, PlayMode, isolate logic, mockable, record replay logic, dependency injection in Unity.
Use when authoring or editing a shader/material for Ankhora's three real visual needs on Quest 3 — translucent "ghost hands" for replay, an annotation highlight, or a spatial-anchor halo. Covers URP Shader Graph choices, mobile-VR cost, and the Unity_ManageShader/Unity_ManageAsset workflow. Triggers: shader, shader graph, material, ghost hands, translucent hands, hologram, annotation highlight, anchor halo, transparent, fresnel, emissive, URP shader.
Use when capturing the expert's voice during a masterclass recording, or replaying it as spatialised audio in Ankhora — microphone capture, timeline-aligned storage, and 3D playback via the Meta XR Audio spatialiser. Triggers: voice, microphone, record audio, narration, spatial audio, Meta XR Audio, spatialise, 3D sound, audio playback, mic permission, audio timeline.
Use when building Ankhora's in-MR annotation panels — a world-space text/label placed in real space (bound to a spatial anchor), readable and pokeable by the learner. Triggers: annotation, label, text panel, world-space canvas, callout, note in space, TextMeshPro in VR, poke panel, info bubble, step instruction panel.
Use when designing or reviewing any spatial UI in Ankhora — annotation panels, the masterclass menu, step indicators, dialogs — so it follows established XR design systems (Apple visionOS HIG, Meta Horizon OS / Meta Spatial design) for ergonomics, legibility, comfort, and input. Triggers: XR UI, spatial UI, UI design, UX, design system, visionOS, Horizon OS, comfort zone, ergonomics, gaze, pinch, dwell, legibility, panel layout, where to place UI, how big should the panel be, spatial design.