Skills
96,981 packaged capabilities and playbooks for agents. Install any of them with one command.
Development
Find what a change could break somewhere else before it ships, beyond the diff, and prove the one fact it's safe because of by running real code instead of writing it up. Use for 'blast radius of X', 'what could this break', or reviewing a small diff you don't trust.
Use this skill when handling pointer, mouse, touch, or wheel input in PixiJS v8. Covers eventMode (none, passive, auto, static, dynamic), FederatedEvent types, propagation and capture phase, hitArea, interactiveChildren, cursor and cursorStyles, global move events for drag, eventFeatures config. Triggers on: eventMode, FederatedPointerEvent, pointerdown, click, tap, globalpointermove, drag, hitArea, cursor, stopPropagation, persistentDeviceId, contextmenu, rightclick.
Use to EXECUTE Salesforce org operations immediately via the sf CLI (this skill runs them, it does NOT generate scripts): create scratch orgs (from edition, definition file, snapshot, or org shape), list/display/resume/delete scratch orgs, open orgs in browser. Trigger: 'create scratch org', 'create org from snapshot', 'delete scratch org', 'open my org'. Do NOT use for switching the default org (use dx-org-switch), deploying metadata (use platform-metadata-deploy), or creating/checking/listing/deleting org snapshots (use dx-org-snapshot-manage).
Writes the body of a pull request - the summary, the repository template sections, and reviewer guidance such as a recommended reading order and focus areas. Use whenever drafting or revising a PR description, filling in a repository's PR template, refreshing a description that no longer matches the branch, or preparing a branch for review. Use it even when the user only says "open a PR", "put this up for review", or "write this up" without naming the description.
Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs.
Use this skill when grouping, positioning, or transforming display objects in PixiJS v8. Covers Container constructor options (isRenderGroup, sortableChildren, boundsArea), addChild/removeChild/addChildAt/swapChildren/setChildIndex, position/scale/rotation/pivot/skew/alpha/tint, getBounds/getGlobalPosition/toLocal/toGlobal, zIndex sorting, cullable, onRender per-frame callback, destroy. Triggers on: Container, addChild, removeChild, addChildAt, swapChildren, sortableChildren, zIndex, position, scale, rotation, pivot, getBounds, toGlobal, toLocal, onRender, destroy, constructor options, ContainerOptions.
REQUIRED companion for Salesforce metadata generation — load this schema/API-context skill in the SAME turn as ANY metadata generator (if you load a generator, you ALSO load this). Use whenever you create, generate, edit, or author metadata or a *-meta.xml file (custom object, field, flow, and 604 Metadata API types): it gives authoritative schema, required flags, and XML structure so files deploy cleanly. Trigger on *-meta.xml, metadata schema, api context. DO NOT use for SOQL, DML, runtime sObject access, or Tooling API records.
Use when users create, generate, modify or validate Salesforce Lightning pages (FlexiPages). Trigger on RecordPage, AppPage, HomePage, Lightning pages, adding components to a page, page customization (e.g. 'customize the record page'), or .flexipage-meta.xml files (regions, components, deployment errors). DO NOT TRIGGER for Visualforce pages, page layout assignments in the UI, UI Bundle/Experience Cloud site pages, or Aura/Lightning Web Component development without FlexiPage context.
Optimize and verify latency-sensitive systems — realtime dashboards, market data feeds, streaming agents, execution gateways, queues, and caches — by tracking p50/p95/p99 latency, freshness age, and queue depth, mapping hot paths, and running live readbacks. Use when p95 latency, throughput, or data freshness matters.
Modern animation library for React and JavaScript. Create smooth, production-ready animations with motion components, variants, gestures (hover/tap/drag), layout animations, AnimatePresence exit animations, spring physics, and scroll-based effects. Use when building interactive UI components, micro-interactions, page transitions, or complex animation sequences.
Use this skill when working with coordinates, vectors, matrices, shapes, hit testing, or layout rectangles in PixiJS v8. Covers Point/ObservablePoint, Matrix (2D affine, decompose including mirrored/negative-scale matrices, apply, applyInverse), shapes (Rectangle, Circle, Ellipse, Polygon, RoundedRectangle, Triangle), Rectangle layout helpers (pad, fit, enlarge, ceil, scale, getBounds), strokeContains hit tests, Polygon isClockwise/containsPolygon, toGlobal/toLocal, PointData/PointLike/Size types, DEG_TO_RAD, and pixi.js/math-extras vector and intersection helpers. Triggers on: Point, ObservablePoint, Matrix, Rectangle, Circle, Polygon, Triangle, RoundedRectangle, toGlobal, toLocal, hitArea, strokeContains, pad, fit, enlarge, ceil, getBounds, containsRect, intersects, isClockwise, math-extras, lineIntersection, segmentIntersection, DEG_TO_RAD, PointData, decompose, mirror, flip, negative scale, setFromMatrix.
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
Use this skill when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together. Covers leaf vs container distinction, local/world coordinates, culling, render groups, sortable children, masking, RenderLayer, constructor options shared by every scene node, and which leaf skill covers which display object. Triggers on: scene graph, display list, Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, masking, render group, RenderLayer, world transform, constructor options, ContainerOptions.
Delegate a coding task to the Google Antigravity CLI (`agy`) as a background implementer, then review its diff and land it yourself. Use this whenever the user wants to hand implementation work to Antigravity or agy - phrasings like “have Antigravity do X”, “delegate this to agy”, “run it through agy”, or “use Antigravity to implement/fix/refactor” - or wants to run a queue of coding tasks through agy while staying the reviewer. DO NOT USE for tasks small enough to do inline, or when the user wants the code written directly without delegating.
Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay.
Use when users get, create, edit, delete, or retrieve Salesforce Sharing Rules metadata for record-level access. TRIGGER on sharing rules, record/criteria-based/role-based/guest-user sharing, sharingCriteriaRules/sharingOwnerRules/sharingGuestRules, .sharingRules-meta.xml files, or sharing records with roles or groups, including viewing or modifying existing rules. DO NOT TRIGGER for permission sets/profiles or object-level (not record-level) security (use platform-permission-set-generate).
Rules and formatting guidelines for writing Dart /// API documentation and doc comments. Use when documenting Dart code, writing doc comments for any Dart declaration (libraries, classes, methods, variables, etc.), or when instructed to follow the Effective Dart documentation guidelines.
Apply SLDS-compliant UI using the correct blueprints, styling hooks, utility classes, and icons. Use when building any UI that needs SLDS, choosing between Lightning Base Components and SLDS Blueprints, applying styling hooks for theming, using utility classes for layout and spacing, or selecting icons. Triggers include "build a modal", "create a form", "data table", "SLDS styling", "style with hooks", "add an icon".
Use when building, configuring, or debugging enterprise Java applications with Spring Boot 3.x, microservices, or reactive programming. Invoke to implement WebFlux endpoints, optimize JPA queries and database performance, configure Spring Security with OAuth2/JWT, or resolve authentication issues and async processing challenges in cloud-native Spring applications.
Use this skill when rendering text in PixiJS v8. Covers Text for canvas-quality styled labels, BitmapText for cheap per-frame updates via glyph atlas, HTMLText for HTML/CSS markup via SVG, SplitText and SplitBitmapText for per-character animation, TextStyle, tagStyles, constructor options, TextOptions, HTMLTextOptions, BitmapText, SplitTextOptions, SplitBitmapTextOptions. Triggers on: Text, BitmapText, HTMLText, SplitText, SplitBitmapText, TextStyle, HTMLTextStyle, BitmapFont.install, tagStyles, fontFamily, wordWrap.
Apply to any non-trivial work, not just bulk work: edits, migrations, analyses, checks. Build the tool that does it or proves it (codemod, script, generator, or a skill your subagents follow) instead of working by hand. The tool is the artifact a reviewer can rerun
Use this skill when running per-frame logic or controlling the PixiJS v8 render loop. Covers Ticker.add/addOnce/remove, deltaTime vs deltaMS vs elapsedMS, UPDATE_PRIORITY ordering, maxFPS/minFPS capping, speed scaling, Ticker.shared vs new instances, per-object onRender hook, manual rendering. Triggers on: Ticker, UPDATE_PRIORITY, deltaTime, deltaMS, elapsedMS, onRender, app.ticker, maxFPS, minFPS, Ticker.shared.
This skill should be used when code search is needed (whether explicitly requested or as part of completing a task), when indexing the codebase after changes, or when the user asks about ccc, cocoindex-code, or the codebase index. Trigger phrases include 'search the codebase', 'find code related to', 'update the index', 'ccc', 'cocoindex-code'.
Use this skill when applying visual effects to PixiJS v8 containers via the filter pipeline. Covers built-in filters (AlphaFilter, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter), custom Filter.from() with GLSL/WGSL, options (resolution, padding, antialias, blendRequired), filterArea optimization, and the pixi-filters community package. Triggers on filters, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter, Filter.from, GLSL filter, pixi-filters, filterArea.
Use this skill when rendering thousands of lightweight sprites in PixiJS v8. Covers ParticleContainer with Particle instances, addParticle/removeParticle, particleChildren array, dynamicProperties (vertex, position, rotation, uvs, color), boundsArea, roundPixels, update, and alpha/tint/blendMode inherited from ancestors. Triggers on: ParticleContainer, Particle, IParticle, addParticle, particleChildren, dynamicProperties, boundsArea, particle effects, particle alpha, particle tint, fade particles, constructor options, ParticleContainerOptions, ParticleOptions.
Set up and use portless for named local dev server URLs (e.g. https://myapp.localhost instead of http://localhost:3000). Use when integrating portless into a project, configuring dev server names, setting up the local proxy, working with .localhost domains, or troubleshooting port/proxy issues.
Creates and configures NestJS modules, controllers, services, DTOs, guards, and interceptors for enterprise-grade TypeScript backend applications. Use when building NestJS REST APIs or GraphQL services, implementing dependency injection, scaffolding modular architecture, adding JWT/Passport authentication, integrating TypeORM or Prisma, or working with .module.ts, .controller.ts, and .service.ts files. Invoke for guards, interceptors, pipes, validation, Swagger documentation, and unit/E2E testing in NestJS projects.
Apply to multi-step work (sweeps, migrations, runs of similar edits) and to how you stack commits and PRs. Break work into small units that each end in a verifiable state, check each before the next, and order delivery so the sequence proves itself to a reviewer.
Use when building, extending, or debugging WordPress REST API endpoints/routes: register_rest_route, WP_REST_Controller/controller classes, schema/argument validation, permission_callback/authentication, response shaping, register_rest_field/register_meta, or exposing CPTs/taxonomies via show_in_rest.
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
Use this skill when writing custom shaders, uniforms, filters, batchers, or low-level draw code in PixiJS v8. Covers Shader.from({gl, gpu, resources}), GlProgram/GpuProgram, UniformGroup with typed uniforms (f32, vec2, mat4x4), UBO mode, textures as resources, TextureView for depth sampling, 3D and array textures (depth, arrayLayerCount, sampler3D, texture_3d), WebGPU storage textures (storage: true), WGSL override constants, custom bind group layouts (gpuLayout), partial buffer updates (Buffer.update), Geometry.vertexCount/indexCount, TexturePool scratch textures, State winding and culling (clockwiseFrontFace, cullMode), WebGPU render bundles, custom Filter via Filter.from, GLSL ES 3.0 conventions (finalColor), uBackTexture sampling, pixi.js/unsafe-eval for strict CSP, custom Batcher and InstructionPipe.destroyInstructionSet via extensions. Triggers on: Shader, GLSL, WGSL, uniform, custom shader, blendRequired, ShaderOverrides, bind group layout, depth texture, 3D texture, sampler3D, texture_3d, storage texture, getSize, indexCount, TexturePool, getOptimalTexture, destroyInstructionSet, beginBundle, executeBundle, RenderBundle.
Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.
Review and optimize application data access that uses Entity Framework Core (EF Core). Use for EF Core performance and correctness reviews of services, repositories, imports, and background jobs: slow or memory-heavy queries, excessive round-trips, hidden SaveChanges, premature materialization, dynamic query construction, result-graph tracking, bulk writes, DbContext lifetime or overlapping operations, search semantics, paging, raw SQL, and model/index coverage. Use whether or not EF Core owns the schema. For EF Core, not Dapper or raw ADO.NET.
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.
iOS Simulator control from inside Orca, with the live device view in Orca's emulator pane. Use when driving a booted Apple Simulator on macOS: taps, gestures, typing, hardware buttons, rotation, and the accessibility tree, or when an iOS change needs simulator evidence. For an Android device or emulator use the Android emulator skill; build and install the app with xcodebuild or simctl first.
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
New to MCP?
From what the protocol is to installing your first server, these answers cover most first questions.
An open protocol that defines how AI applications connect to external tools and data in a uniform way. Clients talk to the model; MCP servers provide tools, resources and prompt templates. They exchange standard messages, so one server can be reused by many clients.
