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liminal-palette
liminal-palette contient 8 skills collectées depuis void2610, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Entry point for LiminalPalette HTTP API automation via the bundled `liminal` CLI. Explains the seven liminal-* skills and which one to pick, plus links to references on ports/auth/troubleshooting. Invoke this first when a task mentions LiminalPalette.
Run a named, glob-expanded, or ad-hoc multi-step scenario via `liminal run`. Bundles command / wait_seconds / wait_frames / assert_equals / assert_not_equals steps into a single request with fail-fast semantics. Glob (`liminal run "Battle/*"`) sweeps multiple scenarios sequentially, and `--report PATH` writes JUnit XML for CI. Use for integration tests, spawn-wait-assert chains, smoke regression sweeps, or to bundle multiple liminal-execute calls and save rate-limit budget.
Verify that the LiminalPalette HTTP server is up via `liminal health` / `liminal doctor`. The CLI caches the discovered port per Unity project at `~/.liminal-palette/ports.json` and falls back to scanning 7610..7615. Per-project port pinning via `ProjectSettings/LiminalPalette.json` (`port` for Editor, `runtimePort` for Play Mode). Multi-listener disambiguation uses `--project` / `$LP_PROJECT` / cwd auto-detect plus `--mode editor|runtime` against `/health` `mode`+`projectName`+`projectPath`. Use when LP appears down, after Editor restart, when both Editor + Play Mode are running, or when multiple Unity projects are open at once.
Invoke a [LiminalCommand] via `liminal exec`. Triggers gameplay actions (spawn enemies, set HP, teleport, change scene) and reads return values. All args are sent as strings (numbers, bools, Vector3, Color, enum) — see references/type-conversion.md for the format of each type. Use when the user wants Unity to actually do something, not just inspect state.
Fetch recent command invocation history from LiminalPalette InvocationStore via `liminal logs` (UI + HTTP + scenarios all merged). Use to audit which commands ran, recover args from a previous failed call to retry, time-correlate game events with executions, or filter IsFromScenario to separate scenario-internal calls. NOT the same as Unity Console logs (use uloop-get-logs for those).
Read current values of [LiminalObservableField] reactive snapshots (HP, mana, count, position, ...) via `liminal state`. Use to observe game state before/after liminal-execute calls, iterate all reactive fields, or detect VContainer instance resolution failures via instanceResolved=false.
List all [LiminalCommand] registered in a running Unity project via `liminal commands`. Use to discover available commands, filter by category prefix (Player/, Enemy/, etc.), inspect parameter schemas (type, hasDefault, choices), find async commands, or verify path spelling before invoking liminal-execute.
List all [LiminalScenario] declared in the running Unity project via `liminal scenarios`. Use to pick a named scenario before invoking liminal-run-scenario, show stepCount and description, or detect VContainer mis-registration via stepCount=-1.