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LenySauzet
GitHub 创作者资料

LenySauzet

按仓库查看 1 个 GitHub 仓库中的 11 个已收集 skills。

已收集 skills
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1
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2026-06-26
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按已收集 skill 数展示主要仓库,并显示它们在该创作者目录中的占比和职业覆盖。

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仓库与代表性 skills

insights-report
软件开发工程师

Use to generate Ankhora's project insights / progress report for an Epitech follow-up or any review — a dated, self-contained HTML file with charts (KPIs, velocity, contribution, board, quality, PRs-by-type, decisions & discoveries, feature-flow diagrams, what worked / didn't, improvement ideas), AND to derive a horizontal slideshow deck from it for live presentation. Both share Ankhora's branded "spatial control deck" design (dark visionOS/Meta-Spatial glass, anchor logo, Bricolage Grotesque display). Pulls from the repo docs/ADRs, git history (all branches), the PRs (CodeRabbit + Claude summaries) and the GitHub Project board. Triggers: "rapport d'insights", "rapport de suivi / follow-up", "progress report", "KPI report", "rapport pour la présentation", "génère le diaporama / la présentation / les slides", "slideshow / deck".

2026-06-26
git-commit
软件开发工程师

Execute git commit with conventional commit message analysis, intelligent staging, and message generation. Use when user asks to commit changes, create a git commit, or mentions "/commit". Supports: (1) Auto-detecting type and scope from changes, (2) Generating conventional commit messages from diff, (3) Interactive commit with optional type/scope/description overrides, (4) Intelligent file staging for logical grouping

2026-06-05
new-xr-interaction
软件开发工程师

Use when adding or assembling an XR interaction in the Ankhora Quest 3 scene — a camera/hand rig, a grabbable, a poke/ray canvas, a teleport hotspot, or a spatial-anchor + annotation. Drives the Meta XR Building Blocks (meta_* tools) in the correct order, defines the scene's required-object contract, and verifies the result with a scene capture. Triggers: add XR rig, hand tracking rig, grabbable, interaction rig, poke canvas, ray canvas, teleport, spatial anchor, annotation, build the masterclass scene.

2026-06-05
passthrough-mr
软件开发工程师

Use when setting up or tuning Mixed Reality in Ankhora — enabling Meta Passthrough so the learner sees their real room with virtual content composited in, configuring underlay/overlay, depth/occlusion, or deciding MR-vs-VR for a scene. Triggers: passthrough, mixed reality, MR, see-through, OVRPassthroughLayer, composite, occlusion, depth, real room, see the real world, environment.

2026-06-05
record-replay-contract
软件开发工程师

Use when defining, extending, or consuming Ankhora's core record/replay data model — the masterclass timeline of hand poses, head pose, events (annotation/anchor), and the audio track reference. The spine of the product; read this before touching capture or replay code. Triggers: record format, replay data, masterclass file, timeline, hand pose serialisation, data model, schema, frame format, what gets saved, serialize masterclass, DTO.

2026-06-05
spatial-anchors
软件开发工程师

Use when persisting or restoring a position in the user's real space in Ankhora — placing, saving, loading, or erasing a Meta Spatial Anchor so an annotation or object stays put across a session. Triggers: spatial anchor, OVRSpatialAnchor, persist position, anchor an annotation, world-locked, save anchor, load anchor, erase anchor, anchor in real space, where did the user place it.

2026-06-05
unity-testability
软件开发工程师

Use when deciding how to make Ankhora gameplay logic testable, isolating logic out of MonoBehaviour, or choosing between EditMode and PlayMode tests. Especially for the record/replay core (serialising hand poses, timeline stepping, annotation/anchor data) which should be plain C# and EditMode-tested. Triggers: testability, how to test this, write a test, unit test, EditMode, PlayMode, isolate logic, mockable, record replay logic, dependency injection in Unity.

2026-06-05
urp-shadergraph
软件开发工程师

Use when authoring or editing a shader/material for Ankhora's three real visual needs on Quest 3 — translucent "ghost hands" for replay, an annotation highlight, or a spatial-anchor halo. Covers URP Shader Graph choices, mobile-VR cost, and the Unity_ManageShader/Unity_ManageAsset workflow. Triggers: shader, shader graph, material, ghost hands, translucent hands, hologram, annotation highlight, anchor halo, transparent, fresnel, emissive, URP shader.

2026-06-05
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