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oh-my-skills

oh-my-skills contém 48 skills coletadas de cuozg, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.

skills coletadas
48
Stars
4
atualizado
2026-07-11
Forks
0
Cobertura ocupacional
8 categorias ocupacionais · 100% classificado
explorador de repositórios

Skills neste repositório

git-pr
Desenvolvedores de software

Use this skill to generate and apply a clear title and structured description for a GitHub Pull Request by deep-investigating all changed files. Use it when the user opens a new PR, when a PR's title or description is missing or stale, or when the user says "update this PR", "describe this PR", or "write a summary for this PR." Applies the result directly via gh pr edit.

2026-07-11
git-rebase
Desenvolvedores de software

Use when rebasing current branch onto a target branch, especially when the working tree has uncommitted changes, the local target ref may be behind its remote, or the rebase risks conflicts that need user review.

2026-07-11
goal-detail
Especialistas em gestão de projetos

Expand a goal-create file into a detailed, implementation-ready task breakdown. Use when a user has a goal under Docs/Goals and wants it expanded into per-Task blocks (files, interfaces, code snippets, bash commands, acceptance criteria) ready to hand to goal-execute. Triggers: "detail this goal", "expand the goal", "break the goal into tasks", "create task breakdown", "plan the goal", "write implementation steps for this goal", "make an epic-style plan from this goal". Do not use for executing the goal, writing test cases, or verifying completed work.

2026-07-09
unity-data-struct
Desenvolvedores de software

Generate tree-format data structure documentation for Unity JSON schemas (db_*.json tables like db_TTE, db_DBSE). Use when the user pastes/shares a table of fields with short keys (a0, b1, c2...), wants a hierarchical tree diagram of a JSON data structure, asks to "create tree format", "data structure doc", "document db_XXX.json", or "generate data struct markdown". Output is a markdown file with a tree showing parent-child nesting (Object arrays → child objects) plus per-level field reference tables.

2026-07-08
unity-standards
Desenvolvedores de software

Use for Unity engineering standards: C# code, asset managers, Addressables, analytics, LiveOps, config, server API, IAP, prefab, Canvas UI, material, shader, draw calls, batching, debugging, optimization, reviews, project investigation, tests, plans, todos, acceptance criteria, and technical docs.

2026-07-08
unity-debug
Desenvolvedores de software

Diagnose Unity bugs from compile errors to stack traces, runtime failures, and tricky logic issues; gather reproduction details, trace the code path, prove the root cause with evidence, and report options without changing code unless asked.

2026-06-24
unity-solution
Desenvolvedores de software

Use when the user provides a Unity requirement, goal, feature idea, or bug objective — with or without a proposed solution or technical approach. Detects whether the user supplied a solution or only a goal, then either designs a Unity solution (tech approach, risks, concerns, options) or evaluates the supplied solution against Unity standards and project context. Triggers: "design a solution", "evaluate this approach", "review my solution", "find a technical approach", "is this solution good", "solution for", "tech approach for", "how should we build/fix this".

2026-06-24
git-resolve
Analistas de garantia de qualidade de software e testadores

Use this skill to process GitHub Pull Request review comments one at a time: read each comment, investigate whether it is valid, fix valid findings, commit each fix separately, reply with the resolution reason, and resolve the review thread. Use it when the user says to resolve PR review comments, fix reviewer feedback, address review comments, or investigate comments on a PR.

2026-06-21
unity-debug-log
Desenvolvedores de software

Generate formatted Debug.Log snippets for tracing values, events, or methods in Unity C# without modifying project files directly.

2026-05-28
unity-image-gen
Desenvolvedores de software

Generate Unity raster image assets through Unity MCP: game sprites, item art, backgrounds, UI icons, portraits, concept images, transparent cutouts, image edits, upscales, background removal, and Unity scene or Game View screenshots. Use when a Unity project needs image files imported under Assets or screenshots captured from the editor. Do not use for meshes, audio, animation, materials, gameplay code, UI Toolkit layout, or generic non-Unity image generation.

2026-05-28
goal-todo
Desenvolvedores de software

Convert a spec document into an implementation TODO list in the same spec folder. U se when the user says goal-todo, todo from spec, generate tasks from spec, turn this spec into todos, create implementation checklist, extract tasks, or asks to read a Docs/Specs design doc and produce what must be implemented. Includes UI/UX review and codebase investigation before writing the checklist. Do not use for implementing the tasks, creating new goal files, writing test cases, or verifying completed work.

2026-05-25
goal-execute
Especialistas em gestão de projetos

Execute one goal file created by goal-create. Use when a user says to run, implement, finish, or ship a goal in Docs/Goals, or wants one goal taken from pending to verified completion. Do not use for creating goals or read-only audits.

2026-05-22
unity-review-pr
Analistas de garantia de qualidade de software e testadores

Use this skill to review Unity GitHub pull requests. Use when the user provides a PR URL/number, or asks to "review PR", "pull request", "merge", "is this ready".

2026-05-22
unity-technical
Desenvolvedores de software

Create Unity technical solution documents from user requirements, feature ideas, bug goals, specs, or codebase problems. Use when the user asks for a technical approach, architecture, implementation strategy, solution options, feasibility analysis, system design, or "how should we build/fix this" for Unity runtime, Editor, tools, assets, data, UI, WebGL, SDKs, or production pipelines.

2026-05-22
unity-mcp-orchestrator
Desenvolvedores de software

Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.

2026-05-20
goal-create
Secretários executivos e assistentes administrativos executivos

An interactive goal creation, update, and tracking skill that writes structured goal files to Docs/Goals/{feature-name}/{kebab-case-task}.md with acceptance criteria. Use for defining NEW goals, updating EXISTING goals, or scoping vague requests into concrete goals.

2026-05-18
goal-verify
Analistas de garantia de qualidade de software e testadores

Use when verifying Docs/Goals files, validating goal-execute results, checking acceptance criteria, or deciding whether a goal can be marked completed.

2026-05-18
unity-investigate
Desenvolvedores de software

Investigate Unity codebases — from quick Q&A to comprehensive system analysis reports. Auto-triages request complexity: simple questions (how does X work, what calls Y, trace this flow) get direct inline answers; complex requests (system analysis, pre-refactor audit, architecture investigation, team documentation) produce a structured markdown report with Mermaid diagrams, cited evidence, and risk tables. Use whenever the user asks "how does X work," "what calls this method," "trace the flow," "explain this system," "investigate this architecture," "do a deep investigation," "I need an investigation report," "full analysis of this system," or any question about codebase structure and relationships. Also use when the user wants to understand an unfamiliar subsystem before modifying it.

2026-05-14
unity-costing
Desenvolvedores de software

Create tshirt costing, detail costing, highlevel costing, feature costing, task breakdown, estimate, effort sizing, or a detailed Unity delivery plan before implementation. Use for small-to-XL Unity work when a costed task tree is the deliverable; investigate the codebase first and fire subagents when scope touches multiple systems or evidence is needed.

2026-05-14
unity-document
Desenvolvedores de software

Unity documentation skill for investigating a feature in a Unity codebase and writing an evidence-based system document to Docs/Systems/<feature-name>.md.

2026-05-14
unity-review-local
Analistas de garantia de qualidade de software e testadores

Use this skill to review locally changed Unity C# files. Use when the user asks to "review my code", "check changes", or specific file paths without PR context.

2026-05-11
mcp-builder
Desenvolvedores de software

Guide for creating high-quality MCP (Model Context Protocol) servers that enable LLMs to interact with external services through well-designed tools. Use when building MCP servers to integrate external APIs or services, whether in Python (FastMCP) or Node/TypeScript (MCP SDK).

2026-05-11
phaser-coder
Desenvolvedores de software

Write, review, debug, or explain Phaser 3 code: game config, scenes, sprites, Arcade or Matter physics, tilemaps, animations, audio, input, cameras, tweens, particles, groups, and performance. Auto-triages Quick tasks like one feature, API question, or bug fix, and Deep tasks like full game scaffolds, multi-scene architecture, physics-heavy gameplay, or performance audits. MUST use for any Phaser request: creating a game, loading assets, physics, sprites, input, tilemaps, collisions, scene management, Phaser.Game, Phaser.Scene, this.physics, this.anims, preload/create/update, or help with a Phaser game. Target Phaser 3.60+ unless Phaser 2/CE is explicitly requested.

2026-05-11
pixijs-coder
Desenvolvedores de software

Write, review, debug, or explain PixiJS v8 code: applications, scenes, rendering, assets, shaders, filters, particles, animations, and performance. Auto-triages Quick tasks like one object, feature, or API question, and Deep tasks like multi-system apps, custom renderers, shader pipelines, or performance audits. MUST use for any PixiJS request: app setup, textures, Graphics, sprites, filters, shaders, draw-call optimization, v7/v6 migration, WebGL/WebGPU issues, PixiJS, PIXI.Application, Container, Ticker, Assets.load, particle systems, RenderGroup, or help with a pixi app. Always use v8 APIs unless explicitly asked otherwise.

2026-05-11
session-retrospective
Especialistas em gestão de projetos

Post-session retrospective engine — automatically triggered after a session or task completes. Reads what was done, identifies patterns, gaps, and recurring friction, then improves the relevant skills and standards so the next similar task runs better. Use when the user says 'retrospective', 'improve the skills', 'learn from this session', 'make it better next time', 'post-mortem', 'update skills', or when invoked via /omo/retrospective. Also triggered automatically after every session idle event. ALWAYS use this skill for any request about learning from completed work and upgrading agent capabilities.

2026-05-11
skill-creator
Desenvolvedores de software

Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.

2026-05-11
ui-ux
Designers de interfaces web e digitais

UI/UX design intelligence. 67 styles, 96 palettes, 57 font pairings, 25 charts, 13 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient. Integrations: shadcn/ui MCP for component search and examples.

2026-05-11
unity-asset-generation
Desenvolvedores de software

Generate, convert, and prepare Unity assets through Unity MCP asset-generation tools. MUST use for Unity asset creation requests: sprites, sprite sheets, images, icons, placeholder art, materials, terrain layers, meshes, sounds, humanoid animations, animation clips, animator controllers, model texturing, retopology, rigging, or converting existing textures into Unity-ready assets. Distinguishes generative tools from non-generative conversion tools and validates generated assets in the Unity project. Do not use for writing runtime gameplay code, custom editor tools, UI Toolkit screens, or performance profiling.

2026-05-11
unity-editor
Desenvolvedores de software

Write Unity Editor scripts — custom inspectors, editor windows, property drawers, scene handles, gizmos, and menu items. Auto-triages: Quick (single editor script — one inspector, one window, one drawer) or Deep (multi-file editor tooling — level editors, custom pipelines, inspector + gizmos + window combos). MUST use for ANY Unity Editor code request — custom inspectors, editor windows, property drawers, gizmos, handles, menu items, scene tools. Triggers: "custom inspector," "editor window," "property drawer," "gizmo," "scene handles," "menu item," "editor tool," "custom editor." Do not use for runtime scripts (unity-code), UI Toolkit (unity-uitoolkit), tests (unity-test-unit), or debugging (unity-debug).

2026-05-11
unity-test-unit
Analistas de garantia de qualidade de software e testadores

Use this skill to write Edit Mode and Play Mode unit tests for Unity C# using Arrange-Act-Assert pattern with 10+ test cases per class. Use when the user says "write tests," "unit test this class," "add test coverage," "create tests for X," or wants automated verification of a MonoBehaviour, ScriptableObject, or utility class. Do not use for manual QA test case documentation — use unity-test-case for that.

2026-05-11
unity-webgl
Desenvolvedores de software

Unified Unity WebGL skill for JavaScript interop plugins, WebGL build optimization, deployment, and custom HTML templates. Auto-triages JSLib, Build, and Template work. MUST use for Unity WebGL requests: .jslib plugins, calling JS from Unity, browser APIs, build size, compression, memory, linker.xml, Player Settings, deployment, server MIME types, loading screens, templates, responsive canvas, iframe embedding, localStorage, Brotli, platform-conditional code, or issues that work in Editor but fail in WebGL. Do not use for general runtime C#, editor scripts, or non-WebGL debugging.

2026-05-11
visual-explainer
Desenvolvedores de software

Generate beautiful, self-contained HTML pages that visually explain systems, code changes, plans, and data. Use when the user asks for a diagram, architecture overview, diff review, plan review, project recap, comparison table, or any visual explanation of technical concepts. Also use proactively when you are about to render a complex ASCII table (4+ rows or 3+ columns) — present it as a styled HTML page instead.

2026-05-11
unity-audio
Desenvolvedores de software

Generate, edit, clean up, loop, normalize-by-factor, and validate Unity AudioClip assets with Unity MCP tools. MUST use for placeholder SFX, music loops, ambience loops, trimming silence, trimming ranges, volume changes, loop processing, and audio asset preparation. Do not use for gameplay audio systems or mixer code unless the work is primarily AudioClip preparation.

2026-05-04
unity-qa-automation
Analistas de garantia de qualidade de software e testadores

Automate Unity QA checks with MCP inspection, scene hierarchy review, GameObject/component validation, Play Mode smoke checks, screenshot or scene captures, console log scanning, and regression evidence. MUST use for non-destructive automated verification, smoke checks, scene validation, screenshot validation, and pass/fail reports. Do not replace unit tests, manual QA test cases, debugging, or profiler analysis.

2026-05-04
unity-init
Desenvolvedores de software

Use this skill to initialize a Unity project structure based on user requests: scaffolding folder layout with feature-based organization, assembly definitions (.asmdef), .gitignore, and namespace-aligned directories under Assets/_Project/. Use whenever a user wants to start a new Unity project, set up folder structure, initialize or scaffold a project, create a project template, or organize their Unity project from scratch, even if they just say they are starting a new Unity game or describe a game concept and ask for the project setup. Also triggers on folder layout, project organization, directory structure, project template, asmdef setup, or best folder structure for Unity. Always use this skill when the user provides a company name, project name, and feature list for a new Unity project. Do not use for adding features to an existing project; use unity-code for that.

2026-05-04
html-prototype
Desenvolvedores web

Create interactive HTML app prototypes and landing pages as a single self-contained HTML file with full-screen layouts, multi-screen navigation, smooth transitions, clickable controls, fake auth/data, and product-aware visual design. MUST use when the user describes an app idea and wants to see it, prototype it, mock up screens, build a clickable demo, landing page, marketing site, product page, interactive wireframe, app demo, or any multi-screen flow with navigation. Also use for app concepts like recipe, fitness, dashboard, SaaS, e-commerce, social, chat, finance, booking, wellness, or education when the user wants to visualize the flow or test screen transitions. Do not use for static diagrams, production code, or game prototypes.

2026-05-02
unity-spec
Professores de educação profissional/técnica do ensino superior

Investigate Unity projects and generate per-feature Game Design Specification docs in Docs/Specs/. Supports Full GDD, single Feature Spec, and Update mode that diffs existing specs against the codebase. MUST use when the user asks for a game spec, GDD, game design document, feature specification, stale spec update, per-feature spec split, or structured design documentation for a game concept. Also use to document mechanics, systems design, progression, UX/UI flows, or technical constraints. Do not use for technical design docs or system docs (unity-document), task planning (unity-plan), codebase investigation without spec output, or project scaffolding.

2026-04-24
unity-uitoolkit
Desenvolvedores de software

Use this skill to build runtime UI with Unity UI Toolkit — UXML templates, USS styling, C# controller bindings, and custom controls. Accepts design docs, images, or verbal descriptions as input and asks clarifying questions for ambiguous requirements. Use when the user says "create a UI screen," "build a menu," "make a HUD," "UI from this mockup," or any request involving UXML, USS, or runtime UI panels. Do not use for editor-only UI — use unity-code for that.

2026-03-29
nextjs-backend
Desenvolvedores de software

Unified Next.js backend coding skill — write API routes, server actions, database queries, authentication, and multi-tenant logic using the App Router. Auto-triages: Quick (single route handler, one server action, simple CRUD endpoint, auth check) or Deep (multi-file features: full auth system, multi-tenant setup, CRUD with pagination + validation, webhook integrations). MUST use for ANY Next.js backend request — API routes, route handlers, server actions, database queries (Prisma/Drizzle), JWT auth, middleware, multi-tenant architecture, webhook processing, or server-side data mutations. Triggers: "create an API route," "add a server action," "connect to PostgreSQL," "add authentication," "protect this route," "multi-tenant," "webhook handler," "database query," "Prisma schema," "Drizzle query," "JWT," "middleware auth." Do not use for frontend React components, styling, or client-side state management.

2026-03-16
bash-check
Analistas de garantia de qualidade de software e testadores

Use this skill to validate a shell script before committing or deploying — runs bash -n syntax checks and ShellCheck static analysis, then produces a findings report. Use it whenever the user has a .sh or .bash script they want checked for bugs, unsafe patterns, or POSIX compliance, even if they just say "is this script OK" or "check this for issues." Do not use for refactoring or optimizing scripts — use bash-optimize for that.

2026-03-11
Mostrando as 40 principais de 48 skills coletadas neste repositório.