Agent skills you can check before you install
Public SKILL.md skills from GitHub repositories with 50+ stars and from the vendors themselves, scanned and scored. Install any of them with one command in Claude Code, Cursor, Codex, GitHub Copilot or Gemini CLI.
47,891 skills from 2,309 repositories · updated 22 minutes ago
47,891 skills
- lokigrafana/skillsGrafana Loki log aggregation and LogQL query language. Covers LogQL syntax (log queries, metric queries, label matchers, line filters, parsers: json/logfmt/pattern/regexp/unpack, label filters, line_format), Loki architecture, log ingestion via Alloy/Promtail/Fluent Bit, structured metadata, and Logs Drilldown. Use when writing LogQL queries, configuring Loki, troubleshooting log pipelines, or analyzing logs.OfficialWritingNo warnings★ 297↓ —
- replica-reconJakeschincariol/replica-skillReverse-engineers any app into a recon map: screen inventory, user flows, component list, inferred data model and a feature matrix, from public pages, screenshots, app store listings, help docs and the user's own account. The first step of the Replica pack. Use when the user says "clone this app", "reverse engineer X", "how does X work", "map out X", "what screens does X have", "I want to build my own version of X", "copy this app", or pastes an app's URL or App Store link and wants to rebuild it.OtherNo warnings★ 6.6K↓ —
- melonjs-physicsmelonjs/melonJSUse this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, the behaviour differences between adapters, and which one to pick for a given game. Triggers on: which physics engine, choosing an adapter, rotation collision, rotating body, torque, joints, stacking, Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT.ScienceNo warnings★ 6.4K↓ —
- unreal-niagaragamedev-skills/awesome-gamedev-agent-skillsCreate 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.OtherNo warnings★ 5.8K↓ —
- melonjs-audiomelonjs/melonJSUse this skill for sound and music in melonJS — loading audio, playing effects, background tracks, audio sprites, volume and muting, spatial audio, procedural tone/noise generation, and effects such as reverb or a compressor on the whole mix. Covers the mandatory audio.init format list, the directory-not-file src convention, playTrack versus play, the fixed listener and pixel-scale distances of positional sound, and browser autoplay unlocking. Triggers on: audio, sound, audio.init, audio.play, playTrack, stopTrack, audio.load, sfx, music, volume, mute, fade, rate, pitch, sprite audio, stereo, panner, position, listener, refDistance, reverb, echo, delay, compressor, distortion, filter, audio effect, audio.tone, audio.noise, getAudioContext, getMasterGain, hasAudio, hasFormat, autoplay, no sound, sound stopped working, context suspended, silent after idle, clips silent but tones play.MediaNo warnings★ 6.4K↓ —
- designlang-tokensManavarya09/design-extractUse when styling UI for ramp.com — references the extracted design system tokens instead of inventing colors, spacing, or typography.DesignNo warnings★ 4.4K↓ —
- melonjs-mathmelonjs/melonJSUse this skill for vector and matrix maths in melonJS — Vector2d, Vector3d, their observable variants, Matrix2d, Matrix3d, and the math utility functions. Covers which methods mutate and which allocate, the vector pool and when clone() is the wrong tool, interpolation with lerp, slerp, damp and moveTowards, and the argument defaults that silently drop a component. Triggers on: Vector2d, Vector3d, ObservableVector2d, ObservableVector3d, Matrix2d, Matrix3d, vector, vector maths, dot, cross, normalize, length, distance, angle, lerp, slerp, damp, moveTowards, project, clamp, degToRad, radToDeg, clone, vector pool, vector3dPool, setMuted, setCallback, my vector is wrong, z is zero, scale ignores z., moveTowards ignores z, projectN, currentTransform, setTransform, matrix, transform matrix, column-major, val, Float32Array, basis matrix, orientation matrix, Noise, getNoise1d, flicker, wobble.OtherNo warnings★ 6.4K↓ —
- build-perf-diagnosticsdotnet/skillsDiagnose MSBuild bottlenecks from binlog timelines and Target/Task Performance Summaries after build-perf-baseline establishes measurements. USE FOR: unknown build slowness, RAR >5s, analyzers >30% of Csc, one target >50% of build time, node utilization <80%, excessive Copy tasks, finding restore overhead. DO NOT USE FOR: known repeated-restore fixes (use eliminate-redundant-restores), initial baselines (use build-perf-baseline), incremental rebuilds (use incremental-build), parallelism tuning (use build-parallelism), non-MSBuild builds.ProductivityNo warnings★ 5.8K↓ —
- crap-scoredotnet/skillsCalculates CRAP (Change Risk Anti-Patterns) for a named .NET method, class, or file. USE FOR: explicit CRAP calculation or coverage-and-complexity risk within that named target, including which tests to prioritize. DO NOT USE FOR: project-wide coverage/CRAP, plateaus, or project-wide blockers/priorities (coverage-analysis); behavioral/pseudo-mutation gaps (test-gap-analysis); writing tests; test runs without CRAP context.TestingNo warnings★ 5.8K↓ —
- mongodb-schema-designmongodb/agent-skillsMongoDB schema design patterns and anti-patterns. Use when designing data models, reviewing schemas, migrating from SQL, or troubleshooting performance issues caused by schema problems. Triggers on "design schema", "embed vs reference", "MongoDB data model", "schema review", "unbounded arrays", "one-to-many", "tree structure", "16MB limit", "schema validation", "JSON Schema", "time series", "schema migration", "polymorphic", "TTL", "data lifecycle", "archive", "index explosion", "unnecessary indexes", "approximation pattern", "document versioning".OfficialDesignNo warnings★ 192↓ —Also in 3 other repos
- melonjs-inputmelonjs/melonJSUse this skill for keyboard, pointer, mouse, touch and gamepad input in melonJS. Covers the bindKey action indirection, registerPointerEvent on regions, the isKinematic requirement that silently blocks pointer events, which of several overlapping objects receives an event and how to consume it, world vs screen pointer coordinates, and gamepad mapping onto the same actions. Triggers on: input, bindKey, isKeyPressed, KEY, registerPointerEvent, releasePointerEvent, pointerdown, pointerup, pointermove, POINTERMOVE, gamepad, bindGamepad, triggerKeyEvent, KEYDOWN, KEYUP, press any key, splash screen, click, touch, drag, hit test, event propagation, stop propagating, overlapping, which object gets the click.TestingNo warnings★ 6.4K↓ —
- melonjs-3dmelonjs/melonJSUse this skill for anything 3D or 2.5D in melonJS — Camera3d, Mesh, InstancedMesh, Sprite3d billboards, Light3d, ground shadows, glTF/GLB scenes, and depth sorting. Covers the Y-down/+Z-forward convention that is the inverse of OpenGL, the cameraClass opt-in, clip planes, and what does not work on the Canvas fallback. Triggers on: Camera3d, Mesh, InstancedMesh, Sprite3d, Trail3d, ribbon, exhaust trail, Light3d, billboard, glTF, glb, 3D, 2.5D, depth, cameraClass, fov, setClipPlanes, setFog, fog, distance fog, height fog, heightFalloff, transparent, transparency, alpha, blendMode, fade, castGroundShadow, lit, setBasis, getBasis, lookAt, up vector, gimbal, slerp, great circle, turn a direction.PlanningNo warnings★ 6.4K↓ —
- godot-shadersgamedev-skills/awesome-gamedev-agent-skillsWrite Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.MediaNo warnings★ 5.8K↓ —
- game-ui-uxgamedev-skills/awesome-gamedev-agent-skillsDesign and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.DesignNo warnings★ 5.8K↓ —
- godot-gdscriptgamedev-skills/awesome-gamedev-agent-skillsWrite idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).WritingNo warnings★ 5.8K↓ —
- melonjsmelonjs/melonJSUse this skill FIRST for any melonJS task; it routes to the right specialised skill and lists the companion packages. melonJS is an open-source 2D, 2.5D and 3D HTML5 game engine running on WebGPU, WebGL 2 or Canvas. Covers Application setup, the scene graph, renderables, sprites, tilemaps, physics, audio, particles, shaders, and the 3D tier — perspective cameras, meshes and glTF scenes. Triggers on: melonjs, melonJS, me.game, Application, app.init, app.world, Renderable, Sprite, Stage, state.change, Camera2d, Camera3d, Mesh, tilemap, Tiled, TMX, ParticleEmitter, ShaderEffect, how do I make a game, HTML5 game engine.MediaNo warnings★ 6.4K↓ —
- beylagrafana/skillsAuto-instrument an application's HTTP / gRPC / DB traffic with Grafana Beyla eBPF — no code changes, no SDK, no restart. Covers requirements (Linux 5.8+ with BTF, CAP_SYS_ADMIN, host PID), language matrix (Go / Java / Python / Ruby / Node / .NET / Rust / C++ / PHP), Docker + Helm + DaemonSet install, port- / process- / Kubernetes-metadata discovery, OTLP traces + Prometheus metrics export, routes decorator (cardinality control), trace sampling, and Grafana Cloud via Alloy. Use when adding observability to a service you can't recompile, instrumenting a closed-source binary, getting RED metrics + spans onto Tempo/Mimir without touching the app, or rolling Beyla as a cluster-wide DaemonSet — even when the user says "zero-code APM", "instrument legacy app", "trace this binary", "eBPF observability", or "no SDK" without naming Beyla.OfficialDevOpsNo warnings★ 297↓ —
- replica-architectJakeschincariol/replica-skillPlans the stack, database schema and API for an app clone, from the recon map replica-recon wrote. Picks boring, managed tech, turns the inferred data model into real SQL with indexes and access rules, lists every route by flow, and orders the build as a thin vertical slice first. Use when the user says "plan the clone", "what stack should I use", "design the database", "write the schema", "plan the API", "architecture for my version of X", or after /replica-recon finishes.PlanningNo warnings★ 6.6K↓ —
- deepspeedOrchestra-Research/AI-Research-SKILLsExpert guidance for distributed training with DeepSpeed - ZeRO optimization stages, pipeline parallelism, FP16/BF16/FP8, 1-bit Adam, sparse attentionOtherNo warnings★ 14.1K↓ —
- dump-collectdotnet/skillsConfigure and collect crash dumps for modern .NET applications. USE FOR: enabling automatic crash dumps for CoreCLR or NativeAOT, capturing dumps from running .NET processes, setting up dump collection in Docker or Kubernetes, using dotnet-dump collect or createdump. DO NOT USE FOR: analyzing or debugging dumps, post-mortem investigation with lldb/windbg/dotnet-dump analyze, profiling or tracing, or for .NET Framework processes.DevOpsNo warnings★ 5.8K↓ —
- openrlhf-trainingOrchestra-Research/AI-Research-SKILLsHigh-performance RLHF framework with Ray+vLLM acceleration. Use for PPO, GRPO, RLOO, DPO training of large models (7B-70B+). Built on Ray, vLLM, ZeRO-3. 2× faster than DeepSpeedChat with distributed architecture and GPU resource sharing.PlanningNo warnings★ 14.1K↓ —
- sn-da-excel-workflowOpenSenseNova/SenseNova-SkillsExcel 数据分析多步编排器。覆盖:(1) 读取多 Sheet Excel 文件并统计行数,(2) 大文件检测(≥10k 行自动 Parquet 优化),(3) 数据清洗(缺失值、文本标准化、无效字符),(4) 条件筛选与分类提取,(5) 跨 Sheet 统计聚合,(6) 导出 Excel/CSV 并提供下载链接。覆盖从数据读取到报告生成全流程,按步骤编排 capability 子 skill。**遇到以下任一情况就主动使用本 skill,不要自行写几行 pandas 就回答**:①用户出现触发词:Excel 分析 / 表格分析 / 数据分析 / 数据清洗 / 数据统计 / 数据筛选 / 数据可视化 / 数据导出 / 汇总统计 / 透视表 / 分组统计 / 交叉分析 / 趋势分析 / 对比分析 / 异常值检测 / 去重 / 缺失值处理 / Excel 报告 / 生成报表 / analyze Excel / data analysis / data cleaning / pivot table;②用户上传或指定了 .xlsx / .xls / .csv 文件并要求分析、清洗、统计或可视化;③任务涉及多 Sheet 读取、条件筛选、分类汇总、图表生成中的任意一项;④用户要求导出带格式的 Excel 报告或下载链接。仅不用于:不涉及表格数据的纯文本处理、图片分析(使用 sn-da-image-caption)、单个公式计算的简单问答。DocumentsNo warnings★ 6K↓ —
- bevy-ecsgamedev-skills/awesome-gamedev-agent-skillsStructure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.WritingNo warnings★ 5.8K↓ —
- eval-performancedotnet/skillsGuide for diagnosing and improving MSBuild project evaluation performance. USE FOR: builds slow before any compilation starts, high evaluation time in binlog analysis, expensive glob patterns walking large directories (node_modules, .git, bin/obj), deep import chains (>20 levels), preprocessed output >10K lines indicating heavy evaluation, property functions with file I/O ($([System.IO.File]::ReadAllText(...))), multiple evaluations per project. Covers the 5 MSBuild evaluation phases, glob optimization via DefaultItemExcludes, import chain analysis with /pp preprocessing. DO NOT USE FOR: compilation-time slowness (use build-perf-diagnostics), incremental build issues (use incremental-build), non-MSBuild build systems.EngineeringNo warnings★ 5.8K↓ —
collect-user-input
dotnet/skills
From the author
Build forms, validate data, and react to user input in Blazor. USE FOR adding forms, search boxes, filter panels, inline editing, data-entry UI, file uploads, validation (annotations or custom), handling form submissions, and binding input controls. Covers EditForm, built-in input components, DataAnnotationsValidator, custom validation, SSR form patterns (SupplyParameterFromForm, FormName, AntiforgeryToken, Enhance), and @bind for simple interactive controls. DO NOT USE for project scaffolding (see create-blazor-project) or prerendering issues (see support-prerendering).
Install
npx skills add dotnet/skills --skill collect-user-input -a claude-code
Installs to .claude/skills/collect-user-input/ · Each command fetches the skill straight from GitHub with the open skills CLI.
Byte-identical to the scanned commit, with the repository’s licence and a SOURCE.txt.
What it can touch
Safety checks on SKILL.md
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