com um clique
oh-my-game-kit
oh-my-game-kit contém 151 skills coletadas de tranvietanh0, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.
Skills neste repositório
Unity engine adapter: .asmdef graph, Roslyn class diagrams with Unity stereotypes (MonoBehaviour, ScriptableObject, DOTS), UPM package deps, and C4 architecture views
Cocos Creator 3.8.7 playable-ad parameter discovery + implementation. Scans project config files (constant.ts, *Config.ts) AND all Canvas UI nodes via MCP, reads scene values for defaults, wires bindings, auto-assigns. Modes: --quick, --standard, --deep, --exhaustive, --auto.
Compare CK updates against GameKit baseline, suggest which changes to incorporate.
Answer technical questions with context-aware skill activation. Use for 'how does X work', 'what is the best way to', 'explain this pattern' queries.
Check context usage limits, monitor time remaining, optimize token consumption, debug context failures. Use when asking about context window, token budget, or agent context sizing.
Implement features end-to-end: plan, code, test, review via registry agents. Use for 'implement X', 'build Y feature', 'add Z functionality'. Handles full workflow.
Investigate and diagnose errors via registry-routed omg-debugger. Root cause first, no fixes until confirmed. Use for runtime errors, test failures, CI/CD issues, log analysis.
Create and update project documentation in docs/. Use for 'init docs', 'update docs after this change', 'generate a codebase summary', 'docs are out of date'.
Validate Oh My Game Kit registry integrity across 20+ checks. Use for 'check kit health', 'something feels broken', 'validate before release', or after adding skills/agents.
Discover available skills by keyword search across all activation fragments and installed modules. Use when asking 'what skill handles X', 'how do I do Y', 'find skill for Z', or 'list all skills'.
ALWAYS activate this skill before fixing ANY bug, error, test failure, CI/CD issue, type error, lint, log error, UI issue, code problem.
Git operations with conventional commits. Stage, commit, push, PR, merge. Security scans for secrets. Auto-splits commits by scope.
Display Oh My Game Kit usage guide with live registry state. Use for 'what commands exist', 'which agents are registered', 'how do I use Oh My Game Kit'.
Manage optional skill modules for modular kits. Use for 'install module X', 'remove module Y', 'list available modules', 'apply a preset', 'update modules', or auditing module health.
Create phased implementation plans with research and task breakdown. Use for 'plan this feature', 'how should we architect X', 'break this into phases before coding'.
Code review via registry-routed reviewer agent. Adversarial, evidence-based. Inputs: pending changes, PR, commit hash, or codebase scan. Finds security holes, false assumptions, failure modes.
Explore codebase with context-aware skill injection. Use for 'find where X is implemented', 'how is Y used', 'show all places that call Z' across source, skills, and docs.
Run tests via registry-routed omg-tester agent. Compilation checks, coverage reports, failure analysis. Use for 'run tests', 'check coverage', 'why is this test failing'.
Create, update, validate, beautify, and publish GitHub wiki pages. Enforces Diátaxis IA, RAG-friendly frontmatter, mermaid contrast, link integrity, sidebar sync, and chunk sizing.
Generate ideas and explore solutions with context-aware skill activation. Use for 'how should I approach X', 'what are the options for Y', 'help me think through this'.
Manage installed MCP servers — list, inspect, invoke with guarded-writes, delegate discovery to a subagent. Use when 3+ MCPs installed or before mutating external state via MCP.
5 expert personas debate proposed changes before implementation. Catches architectural, security, performance, and UX issues early. Use before major features or risky refactors.
Activate when stuck after 3+ fix attempts. Breaks complexity spirals, innovation blocks, recurring patterns, and assumption constraints with systematic techniques.
Spawn parallel agent teams for large features. Use for multi-agent research, implementation, review, or debugging across independent workstreams requiring 3+ agents.
Create or update Oh My Game Kit agent .md files with canonical structure. Use when adding a new agent, updating maxTurns/model, or fixing frontmatter fields.
Monitor a PR to green+merged. Use for: 'babysit pr', 'watch pr', 'monitor pr', 'flaky ci', 'auto merge'. Retries flaky CI, resolves simple conflicts, auto-merges when approved+green.
Internal SSOT skill: AI-score a contribution artifact (issue/PR) and POST to telemetry worker. Invoked by omg-issue, omg-sync-back, omg-triage — not user-facing. Use only when an existing skill needs to record a contribution score.
Report skill/agent bugs to the owning kit repo on GitHub. Use when a skill has wrong patterns, missing gotchas, or needs an enhancement. Deduplicates before creating.
Maintain Oh My Game Kit repos as a kit maintainer. Use for releasing kits, scaffolding new kits, cross-kit validation, schema migration, and E2E test runs.
One-command release pipeline: merge main, test, review, commit, push, PR. Single command from feature branch to PR URL. Use for 'ship', 'release branch', 'ready to merge', 'create PR with tests'.
Create, update, review, audit, or validate Oh My Game Kit skills. Enforces Skillmark conventions, decision-tree, frontmatter, and architecture-review checklist. Auto-engages on skill-touching workflows.
Push .agents/ skill/agent/rule edits back to their origin kit repos as PRs. Use after fixing a skill locally, updating a gotcha, or improving agent definitions.
Triage GitHub issues and PRs across all kit repos. Fetches, classifies, and auto-implements actionable items. Use for 'review open issues', 'what needs fixing', 'process PR backlog'.
Manage git worktrees: create, session, sync (rebase), envsync, diff, status, remove, merge. Parallel development in monorepos and standalone repos.
Cocos engine adapter: @ccclass class diagrams via ts-morph, TypeScript module graph via dependency-cruiser, scene hierarchy and prefab component diagrams via a custom JSON walker
FlyingAnimation and FlyingAnimationController with object pool integration for Cocos Creator playable ads
AnimationPresetPlayer static class, preset catalog (20 presets), custom preset registration, and AnimationPresetParameter configuration for Cocos Creator playable ads
AssetsManager singleton with caching, duplicate-load prevention, and typed resource loading for playable ad size budgets
AsyncTask and CancellationToken async utilities for Cocos Creator playable ads
Cocos Creator 3.8.7 playable ads build size optimization. Engine module pruning, texture compression, model/FBX/glTF mesh compression, build config tuning, asset auditing, and ad network size budget compliance.