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Totes-MickGOATs
GitHub creator profile

Totes-MickGOATs

Repository-level view of 113 collected skills across 3 GitHub repositories, including approximate occupation coverage.

skills collected
113
repositories
3
occupation fields
4
updated
2026-04-12
repository explorer

Repositories and representative skills

#001
r8eo-x-unity
62 skills00updated 2026-03-21
55% of creator
Showing top 8 of 62 collected skills in this repository.
#002
mcgoats-game-template
45 skills30updated 2026-03-13
40% of creator
game-optimization-performance
소프트웨어 개발자

Project-specific optimization and performance skill. Covers audio smoothing patterns, frame budget testing, Performance singleton benchmarks, Server API usage, profiling workflow, and known performance pitfalls. Use when diagnosing glitches, optimizing frame times, writing performance tests, or fixing audio/visual artifacts.

2026-03-13
godot-editor
소프트웨어 개발자

Master reference for all Godot editor workflows, MCP tools, CLI commands, justfile recipes, and custom slash commands. Use when orchestrating editor actions, discovering available tools, or planning multi-step workflows. Keywords: editor, workflow, MCP, commands, automation, justfile, pipeline.

2026-03-13
godot-2d-physics
소프트웨어 개발자

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.

2026-03-13
godot-3d-lighting
소프트웨어 개발자

Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.

2026-03-13
godot-3d-materials
소프트웨어 개발자

Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.

2026-03-13
godot-3d-world-building
소프트웨어 개발자

Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled.

2026-03-13
godot-audio-systems
소프트웨어 개발자

Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.

2026-03-13
godot-autoload-architecture
소프트웨어 개발자

Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.

2026-03-13
Showing top 8 of 45 collected skills in this repository.
#003
R8EOX
6 skills00updated 2026-04-12
5.3% of creator
diagnose
소프트웨어 개발자

Guided runtime debugging — add Debug.Log diagnostics, test in play mode via MCP, read console, identify root cause and fix

2026-04-12
do
소프트웨어 개발자

Orchestrate complex Unity tasks by planning and dispatching to specialized subagents in parallel. Use for any multi-step task that benefits from parallel execution. Enforces write-set collision checks and MCP instance pinning automatically.

2026-04-12
fanout
소프트웨어 개발자

Pre-load shared context for parallel agent dispatch (context mode), or shard a glob across N read-only research agents (shard mode). Use before /do for big read-mostly jobs.

2026-04-12
trace
소프트웨어 개발자

Reverse-engineer the runtime call sequence for a C# symbol by temporarily injecting Diag.FlowStep instrumentation, running a play-mode scenario, querying the resulting flow trace via diag_query, and reverting the instrumentation cleanly. Use when you need to know "what actually runs when X happens" without scattering Debug.Log by hand.

2026-04-12
improve-environment
특수 효과 아티스트 및 애니메이터

Audit and improve track environment visual quality — lighting, materials, terrain, post-processing, probes, LODs. Dispatches unity-environment-artist agent.

2026-03-28
create-world-ui
웹 개발자

Create a World Space (diegetic) UI panel using UI Toolkit — UXML, USS, PanelSettings, UIDocument. Use when the user wants in-world UI like pit boards, machine displays, signage, or any 3D-positioned UI element.

2026-03-28
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