Use when the user invokes /loom to route software delivery, knowledge, or deploy work through the Loom MCP server.
原文の言語: 英語
メニュー
SkillsMP は valkor-ai/loom から 23 件の skill を収集しています。skill を開くとソースと詳細を確認できます。
収集済み skill 23 件中 23 件を表示しています。
Use when the user invokes /loom to route software delivery, knowledge, or deploy work through the Loom MCP server.
原文の言語: 英語
Mandatory routing skill. When the user explicitly invokes @loom, call the matching Loom MCP route before any repository work; plain delivery requests must start with loom.plan.
原文の言語: 英語
Lint and format GDScript files using gdtoolkit (gdlint + gdformat). Use after writing or modifying .gd files, when asked to check code style, fix lint errors, format code, or set up linting configuration. Also use when gdlint/gdformat errors appear in output…
原文の言語: 英語
Run gdUnit4 unit tests and parse results into structured output. Use this skill after writing or modifying code to verify correctness via unit tests, when diagnosing test failures, or when writing new test files. Triggers: "run tests", "test fails", "write a…
原文の言語: 英語
Look up Godot engine class APIs — methods, properties, signals, enums. Use when you need to find which class to use or look up specific API details. Supports version-specific docs — reads the correct API for the project's Godot version.
原文の言語: 英語
Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever…
原文の言語: 英語
Compile-check a Godot project using headless mode. Use after writing or modifying any GDScript or C# code to verify it compiles. Triggers: after code changes, before running tests, when build errors need diagnosis. Also use this when the user says "check if…
原文の言語: 英語
Manage Godot input action mappings in project.godot. Use when adding input actions, changing key bindings, setting up controls for a new genre, or validating that all referenced actions exist. Use it while implementing mechanics or changing the project's…
原文の言語: 英語
Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree,…
原文の言語: 英語
Inspect or initialize a Godot project without imposing a game architecture. Use when starting a project, checking project.godot, adding a main scene, or deciding which optional Godot addons are needed.
原文の言語: 英語
Reviews Godot Animation implementation for known pitfalls. Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree, AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot, callback_mode_process, or animation…
原文の言語: 英語
Reviews Godot Audio implementation for known pitfalls. Triggers AFTER implementation, when code involves AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioServer, AudioBus, AudioEffect, AudioStream, or .finished signal on audio players. Do NOT…
原文の言語: 英語
Reviews Godot navigation implementation for known pitfalls. Triggers AFTER implementation, when code involves NavigationAgent2D, NavigationAgent3D, NavigationRegion2D, NavigationRegion3D, NavigationLink2D, NavigationLink3D, NavigationObstacle2D,…
原文の言語: 英語
Reviews Godot Particles implementation for known pitfalls. Triggers AFTER implementation, when code involves GPUParticles2D, GPUParticles3D, CPUParticles2D, CPUParticles3D, ParticleProcessMaterial, trail_enabled, sub-emitters, GPUParticlesCollision, or…
原文の言語: 英語
Reviews Godot physics implementation for known pitfalls. Triggers AFTER implementation, when code involves CollisionObject2D, RigidBody2D, CharacterBody2D, Area2D, collision layers, or physics callbacks. Do NOT use this skill for planning or teaching — only…
原文の言語: 英語
Reviews Godot Shader/Material implementation for known pitfalls. Triggers AFTER implementation, when code involves ShaderMaterial, set_shader_parameter, .gdshader, VisualShader, hint_screen_texture, BackBufferCopy, instance uniform, or uniform declarations.…
原文の言語: 英語
Reviews Godot TileMap implementation for known pitfalls. Triggers AFTER implementation, when code involves TileMapLayer, TileSet, TileSetAtlasSource, TileSetScenesCollectionSource, terrain painting, set_cell, erase_cell, get_cell_tile_data, collision polygons…
原文の言語: 英語
Reviews Godot UI/Control implementation for known pitfalls. Triggers AFTER implementation, when code involves Control, Container, HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, PanelContainer, Button, Label, LineEdit, TextEdit,…
原文の言語: 英語
Capture gameplay screenshots using godot-e2e for visual verification. Use when you need to: take a screenshot of the running game, capture multiple screenshots during an E2E scenario, generate reference.png, visually verify game state, or provide screenshots…
原文の言語: 英語
Build, test, debug, and visually verify Godot projects through Loom. Use this skill for Godot project structure, GDScript or C# API questions, headless checks, input maps, runtime inspection through godot-mcp, gameplay tests, screenshots, and handoff evidence.
原文の言語: 英語
Inspect Godot screenshots or short frame sequences for acceptance issues. Use after capturing a scene, when checking camera framing, missing assets, UI overlap, collision visualization, animation, or a black/empty viewport.
原文の言語: 英語
Use when the user invokes /loom deploy or /loom-deploy to prepare, run, inspect, validate, stop, bootstrap, or repair deployment through Loom MCP.
原文の言語: 英語
Use only for an explicit @loom deploy request or deployment operation; do not select this skill for a plain @loom software-delivery request.
原文の言語: 英語