com um clique
Engine
Engine contém 28 skills coletadas de Stem-Studio, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.
Skills neste repositório
Asset search (local and external), asset metadata lookup, model import, and 3D model generation for Studio 3D. Use for finding, inspecting, downloading, and placing 3D models in the scene.
Scene lighting, light object properties, fog, background, tone mapping, and post-processing for Studio 3D. Use for mood, atmosphere, shadows, and visual environment setup.
Add sound effects and audio to 3D scenes in Studio 3D game engine. Use when the user asks to add sounds, music, audio feedback, or sound effects to objects or events. Covers the genericSound behavior for event-triggered audio, audio resource management, and common patterns like ambient sound, collision SFX, UI click sounds, and background music. Examples include "add a sound when the coin is collected", "play background music", "add footstep sounds to the character", or "make the button click sound".
Behavior discovery, creation, update, attach/detach, and configuration in Studio 3D. Use for built-in behavior reuse first, then custom behavior authoring only when needed.
Camera type, perspective, and configuration for Studio 3D. Use for camera type selection, FOV, clipping planes, and genre-appropriate camera setup.
Master routing skill for StemStudio ACP work. Use for broad or ambiguous requests such as "make a game", "build a scene", "improve this", or any task that needs skill selection, scene inspection, staged execution, and clean scene hierarchy.
EventBus guidance for behavior-to-behavior messaging in Studio 3D. Use when behaviors need decoupled communication, topic design, or event lifecycle cleanup.
Genre blueprints, game-feel guidance, and build-order planning for Studio 3D. Use when the user wants a whole game, a genre direction, or better game feel rather than a single asset or command.
Runtime engine API guidance for behaviors that capture `game` in `init(_game)` and use `this.erth` for engine helpers in Studio 3D. Use when behavior code needs physics, camera, audio, animation, collision, input, or asset/runtime services.
Plan HUDs, menus, overlays, and information hierarchy for StemStudio games. Use when the user wants UI composition, screen structure, or presentation decisions before implementation.
Handle keyboard, gamepad, mobile/touch, vehicle, flight, and player-control input in Studio 3D behaviors using InputManager and touchControls. Use for reading player input, default bindings, mobile controls, WASD movement, flight/vehicle controllers, landing/control feel, or mapping gameplay to supported actions and motions.
JavaScript design patterns for writing quality StemStudio behavior code. Use when the user asks about best JS patterns for behaviors, needs help with closures, async/await in init(), WeakRef for cross-behavior references, state machines, or structuring complex behavior logic. Covers the most useful JS concepts for the StemStudio behavior runtime.
Lambda/ECS data design for Studio 3D. Use when the user needs structured per-object data, schema guidance, or behavior-to-data integration rather than per-object logic.
Material properties, texture application, and external texture providers for Studio 3D objects. Use for PBR materials, texture URLs, and Polyhaven/external textures.
Object creation, modification, cloning, deletion, grouping, and batch operations in Studio 3D. Use for primitives, groups, transforms, parent-child hierarchy, and multi-object batch workflows.
Physics enable/disable/configuration workflows for Studio 3D objects. Use for collision shape selection, body type setup, material tuning, and batch physics changes.
Reusable prefab/stem workflows for Studio 3D. Use for listing templates, inspecting them, creating a prefab from an object, and spawning one or many instances.
Project title, Copilot project tasks, game rules, HUD, multiplayer, script compartments, and rendering quality configuration for Studio 3D. Use for persisted tasks, lives, scoring, sandbox mode, shadows, and instancing settings.
Scene inspection and object queries for Studio 3D. Use to inspect scene state, hierarchy, get object details, check selected object, or fetch player info before any mutation.
Script asset design for Studio 3D — shared JavaScript helpers consumed by behaviors and lambdas via `@import` directives. Use when behaviors duplicate logic that should live in a shared module, when extracting reusable math/UI/state helpers, or when authoring `@import` directives.
Procedural geometry creation in StemStudio behaviors. Use when the user asks to create custom shapes, procedural terrain details, trail effects, instanced meshes (forests, crowds), or runtime geometry generation inside behaviors. Covers BufferGeometry, InstancedMesh, and geometry merging.
Runtime asset loading in StemStudio behaviors. Use when the user asks to load GLTF/GLB models at runtime, stream level content, load assets from URLs dynamically, or handle Draco/KTX2 compressed assets inside behaviors. For known project assets, prefer game.prefabManager or JSONRPC add_model_to_scene commands.
Custom ShaderMaterial and visual effects in StemStudio behaviors. Use when the user asks to create dissolve effects, holograms, fresnel outlines, vertex displacement (waves, deformation), or any custom GLSL shader applied to objects at runtime inside behaviors.
Texture management in StemStudio behaviors. Use when the user asks about dynamic textures, runtime texture loading, UV mapping adjustments, render targets (mirrors, portals, minimaps), or canvas textures for dynamic text/UI inside behaviors. For static texture assignment, prefer JSONRPC set_texture/set_external_texture commands.
Use specialized StemStudio systems such as terrain, water, sky, day/night, billboards, navmesh, and LOD. Use when the user wants environment systems or engine-assisted world features beyond basic primitives.
Create UI elements for 3D game behaviors in Studio 3D using UIKit. Use when the user asks to add UI components like health bars, score displays, menus, HUDs, buttons, text labels, or any interactive interface elements to their game. UIKit provides flexbox-based 3D UI components (Container, Text, Image, Input, Fullscreen) with pointer event support. Examples include "add a health bar", "create a score display", "make a pause menu", "add a button to the object", or "create a HUD".
Particle and VFX creation, modification, lookup, grouping, and behavior attachment in Studio 3D. Use for emitters, grouped effects, and VFX verification rather than general scene or behavior work.
Read-only web search for game design inspiration and reference material. Use when the user asks to research game mechanics, find design references, look up how other games handle specific features, or needs inspiration for their StemStudio project. This skill is READ-ONLY — never post, submit, or modify anything on the web. Examples include "research platformer mechanics", "find examples of good level design", "how do other games handle inventory", or "look up color palettes for horror games".