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Claude Skills by furkantokkan
github.com/furkantokkan189 skills0 installs14 views
- Test HelpersGenerate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.Votes: 0GitHub stars: 10
- ReferencesCreate minimal reusable Unity Test Framework helpers for repeated EditMode/PlayMode setup while preserving asmdef boundaries and deterministic cleanup.Votes: 0GitHub stars: 10
- Test SetupScaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins.Votes: 0GitHub stars: 10
- ReferencesScaffold and verify Unity Test Framework structure for this Unity 6.3 template: EditMode/PlayMode paths, asmdef boundaries, a focused smoke test, and CI guidance.Votes: 0GitHub stars: 10
- Unity Agentic WorkflowDesign, teach, audit, or bootstrap a professional Claude Code and Codex workflow for a Unity repository. Use when deciding which Markdown file owns a rule, writing prompts or slash commands, choosing single-agent versus sequential role handoffs or worktrees, reconciling provider instructions, or finding gaps in an existing Unity agent setup.Votes: 0GitHub stars: 10
- Unity CliUse for Agent Foundry's Unity CLI operating contract: verify exact project and Editor identity, choose CLI or built-in MCP transport, run focused checks, apply task ownership and risk gates, and install the official CLI safely when missing. For a guided idea-to-running-project flow, use the separately installed official unity:new-unity-project skill.Votes: 0GitHub stars: 10
- Unity Game DevUse when working on Unity game projects, especially Unity 6, C# gameplay systems, UI Toolkit or UGUI, Addressables, Input System, UniTask, Onity, ServiceLocator, tests, performance, project structure, package setup, and Unity-specific architecture decisions.Votes: 0GitHub stars: 10
- Unity OptimizationUse when profiling, diagnosing, optimizing, or reviewing Unity performance, including CPU/GPU bottlenecks, GC allocations, Update/Input/UI hot paths, physics cost, rendering, shaders, batching, Addressables/loading, mobile thermal/battery constraints, memory, and before/after performance evidence.Votes: 0GitHub stars: 10
- Ux DesignGuided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.Votes: 0GitHub stars: 10
- ReferencesGuided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.Votes: 0GitHub stars: 10
- Ux ReviewValidates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.Votes: 0GitHub stars: 10
- ReferencesValidates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.Votes: 0GitHub stars: 10
- Vertical SlicePre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.Votes: 0GitHub stars: 10
- ReferencesPre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.Votes: 0GitHub stars: 10
- Alpha Scene GenGenerates AI 3D models through the Alpha3D MCP connector and imports them directly into the user's currently open Blender scene, scaled and placed to build out a described environment, prop set, or character roster. Use this skill whenever the user wants to populate, build, dress, furnish, or fill a Blender scene with new 3D assets; describes a level, room, environment, or list of props/characters they want created directly in their open .blend file; asks to "generate this into Blender", "add...Votes: 0GitHub stars: 10
- Blender SuperskillGuide Blender MCP asset modeling through disciplined reference-first construction, viewport inspection, critique, iteration, reusable modeling patterns, and optional scripted orchestration. Use when Codex is asked to create, modify, critique, or learn Blender assets, including buildings, props, hard-surface objects, low-poly objects, industrial assets, roofs, pylons, cables, panels, modular kits, scene cleanup, collection organization, reference-image modeling, or Blender workflow notes.Votes: 0GitHub stars: 10
- Hunyuan3dGenerate 3D models from images using Tencent's Hunyuan3D-2.1 via Hugging Face Gradio API. Supports single-image and multi-view input, geometry-only or textured output, and GLB/OBJ/PLY/STL export. USE WHEN converting a 2D image or photo to a 3D mesh, or generating textured 3D assets.Votes: 0GitHub stars: 10
- Ambientcg AssetsSearch, inspect, and download ambientCG CC0 assets as validated AssetDescriptors.Votes: 0GitHub stars: 10
- Asset OptimizationValidates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.Votes: 0GitHub stars: 10
- Blender ModelerCore Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.Votes: 0GitHub stars: 10
- Camera CinematographyCinematic camera work in Blender including framing, lenses, composition, camera animation, and shot language beyond basic rendering setup via MCP.Votes: 0GitHub stars: 10
- Export PipelineProduction export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.Votes: 0GitHub stars: 10
- Geometry NodesBlender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.Votes: 0GitHub stars: 10
- Hand Painted StyleHand-painted texture art direction for Blender with brushwork albedo, soft value transitions, and stylized PBR restraint.Votes: 0GitHub stars: 10
- Hard SurfaceAAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.Votes: 0GitHub stars: 10
- LightingCinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.Votes: 0GitHub stars: 10
- LookdevLook development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.Votes: 0GitHub stars: 10
- MaterialsBlender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.Votes: 0GitHub stars: 10
- RenderingBlender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.Votes: 0GitHub stars: 10
- Texture DiscoveryFind free, shippable PBR texture sets and HDRIs from Poly Haven and ambientCG. Use for texture research, material references, CC0 asset selection, map/format choices, or when a Blender scene needs a surface library before look development.Votes: 0GitHub stars: 10
- Texture WorkflowProduction texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.Votes: 0GitHub stars: 10
- Unity ExportUnity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.Votes: 0GitHub stars: 10
- Uv WorkflowProduction UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.Votes: 0GitHub stars: 10
- Agent OrchestrationCoordinate game, Unity, web, SaaS, and tooling work through one orchestration workflow across Claude and Codex. Resolve tracked task IDs, ownership conflicts, worktrees, sequential role handoffs, Editor queues, capacity, and verification. Use for orchestration or independent deliverables; keep one small task in the current agent.Votes: 0GitHub stars: 10
- Unity Grid Drag PuzzleImplement or reconstruct a Unity grid drag puzzle with irregular multi-cell pieces, pointer ownership, collision-safe previews, axis constraints, matching exit gates, and validated board commands. Use for block sliding and gate exits, not general drag-and-drop UI.Votes: 0GitHub stars: 10
- Unity Grid Level EditorImplement a Unity UI Toolkit grid level editor with pure edit commands, irregular-piece transforms, grouped Undo, reload-safe transient drafts, exact-source saving, bounded solver validation, and isolated test play. Use for puzzle authoring tools that share rules with runtime.Votes: 0GitHub stars: 10
- Unity Grid Puzzle EffectsImplement composable Unity grid puzzle effects such as movement arrows, ice counters, cell barriers, and booster restrictions using typed metadata, per-attempt state, shared rule hooks, and semantic board events. Use when extending a grid puzzle without putting effect logic in input or views.Votes: 0GitHub stars: 10
- Unity Life EconomyImplement Unity lives or energy regeneration with UTC refill arithmetic, offline progress, atomic paid refills, stable save IDs, attempt-level life charging, and cancellation-safe UI flows. Use for timed consumable currencies, not general economy balancing or anti-cheat.Votes: 0GitHub stars: 10
- Unity Transactional BoostersImplement Unity consumable boosters with inventory-backed targeting, immutable use intents, atomic save debits, cancellation-safe completion, starting-booster selection, opening phases, and pause/restart rules. Use when a booster must be paid for durably before changing gameplay.Votes: 0GitHub stars: 10