> Enforce correct Filament object creation and destruction lifecycles. Use this skill when initializing rendering pipelines or allocating/deallocating GPU buffers and entities.
npx skills add https://github.com/google/filament --skill filament-lifetime
Filament manages its own native allocations. To prevent segmentation faults and memory leaks, follow these rules:
EntityManager directly from the Engine instance:utils::EntityManager& em = engine->getEntityManager();
Engine pointer is inaccessible:utils::EntityManager& em = utils::EntityManager::get();
utils::Entity entity = engine->getEntityManager().create();
engine->getEntityManager().destroy(entity);
RenderableManager::Builder or LightManager::Builder on the entity: RenderableManager::Builder(1)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vb, ib)
.material(0, matInstance)
.build(*engine, entity);
Camera* camera = engine->createCamera(entity);
First, destroy all Filament-managed components on the entity:
engine->destroy(entity);
Second, free the Entity ID:
engine->getEntityManager().destroy(entity);
// Correct Entity Cleanup
engine->destroy(myEntity);
engine->getEntityManager().destroy(myEntity);
You can destroy specific components individually without deleting the entity:
engine->destroyCameraComponent(entity);engine->getTransformManager().destroy(entity);engine->getRenderableManager().destroy(entity);Native GPU objects are created using the Engine factory or nested Builder patterns.
delete: Never call standard C++ delete on pointers returned by Engine.Engine instance.View, Scene, Renderer, SwapChain. View* view = engine->createView();
// ...
engine->destroy(view);
Builder class, passing the engine instance to build(*engine).VertexBuffer, IndexBuffer, Texture, Material, IndirectLight, Skybox, RenderTarget. VertexBuffer* vb = VertexBuffer::Builder()
.vertexCount(count)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
.build(*engine);
// ...
engine->destroy(vb);
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take google/filament-lifetime from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.