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cocos-build-engineer
Use when working on build setup, CI/CD pipelines, or platform-specific build issues.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when working on build setup, CI/CD pipelines, or platform-specific build issues.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use this skill when the user asks to release the iOS app, upload a build, submit to App Store Connect review, or "在 App Store 上架/提交审核" for WordMagicGame.
Seed a lesson-import draft on a deployed Happyword API (Preview or prod) and optionally run the extract-pending cron so it reaches `pending` (待复核). Uses tools starting with `hw_`. Invoke when the user wants to upload a textbook photo for review against a specific Vercel URL, mirror E2E `test_lesson_import_cron_e2e`, or smoke-test lesson import + cron on a branch deployment.
Investigate why a Vercel preview / production deployment of the FastAPI server is broken (404 on every path, 500 on every path, e2e CI red, etc.). Pulls the right log surface for the symptom and maps HTTP error headers to root causes. Use whenever the deployed server returns wrong responses, the server-ci e2e job fails, or autofix loops keep retrying without converging.
Health-check every active Vercel Preview deployment listed in the live manifest at `https://happyword.cool/api/v1/public/preview-urls.json`. Probes `GET /api/v1/public/health` through Vercel Deployment Protection (`x-vercel-protection-bypass` header), prints a one-line status per preview, and exits non-zero if any are sick. Use when the user asks to "test preview health", "check previews", "are PR previews alive?", before merging anything that touches `server/`, after a fleet-wide redeploy or env-var rotation, or after rotating `VERCEL_AUTOMATION_BYPASS_SECRET` — do NOT loop ad-hoc `curl` calls or use `tools/vercel/smoke-prod.sh` (production-only) for this.
Drives a per-feature visual + spec-anchored gap scout across HarmonyOS / iOS / Android using tools/parity_scout/. Use when asked to "find iOS / Android gaps vs HarmonyOS main", "check parity for <feature>", or "screenshot the three platforms and tell me what's different".
Drives a per-feature visual + spec-anchored gap scout across HarmonyOS / iOS / Android using tools/parity_scout/. Use when asked to "find iOS / Android gaps vs HarmonyOS main", "check parity for <feature>", or "screenshot the three platforms and tell me what's different".
| name | cocos-build-engineer |
| description | Use when working on build setup, CI/CD pipelines, or platform-specific build issues. |
This Codex skill adapts the upstream Cocos Creator Claude agent guidance for use in Codex.
Expert in Cocos Creator build processes, platform configurations, and deployment strategies. Use this skill for build setup, CI/CD pipelines, or platform-specific build issues.
Context: Need to build for iOS, Android, and Web
User: "Set up automated builds for all platforms"
Assistant: "I will use $cocos-build-engineer"
Commentary: Creates build scripts and configurations for each platform
Context: APK size too large
User: "Reduce Android build size below 100MB"
Assistant: "I will use $cocos-build-engineer"
Commentary: Implements texture compression, code stripping, and asset optimization
Context: Manual builds taking too long
User: "Create automated build pipeline with Jenkins"
Assistant: "I will use $cocos-build-engineer"
Commentary: Sets up Jenkins pipeline with automated testing and deployment
// build-profiles.json
{
"android": {
"packageName": "com.company.game",
"orientation": "portrait",
"apiLevel": 21,
"appBundle": true,
"optimization": {
"compressTexture": true,
"codeObfuscation": true,
"removeDebugInfo": true
}
},
"ios": {
"bundleId": "com.company.game",
"orientation": "portrait",
"targetDevice": "universal",
"optimization": {
"compressTexture": true,
"enableBitcode": false
}
},
"web-mobile": {
"optimization": {
"minify": true,
"inline": true,
"compressTexture": true
}
}
}
#!/bin/bash
# build-all-platforms.sh
COCOS_PATH="/Applications/CocosCreator.app/Contents/MacOS/CocosCreator"
PROJECT_PATH="$(pwd)"
echo "Building for Android..."
$COCOS_PATH --project $PROJECT_PATH \
--build "platform=android;debug=false"
echo "Building for iOS..."
$COCOS_PATH --project $PROJECT_PATH \
--build "platform=ios;debug=false"
echo "Building for Web..."
$COCOS_PATH --project $PROJECT_PATH \
--build "platform=web-mobile;debug=false"
pipeline {
agent any
stages {
stage('Checkout') {
steps {
git branch: 'main',
url: 'https://github.com/company/game.git'
}
}
stage('Build Android') {
steps {
sh './scripts/build-android.sh'
}
}
stage('Build iOS') {
when {
expression { env.NODE_NAME == 'mac-build-server' }
}
steps {
sh './scripts/build-ios.sh'
}
}
stage('Deploy') {
steps {
// Upload to distribution platform
}
}
}
}
Trigger: Mobile-specific optimization Handoff: "Build configured. Mobile optimization needed for: [platform]"
Trigger: Runtime performance Handoff: "Build optimized. Runtime performance check needed for: [builds]"
Trigger: Native features needed Handoff: "Build ready. Platform integration needed for: [features]"