The open format is called Agent Skills and works in Claude Code, Codex, Cursor and other agents — most people know it as Claude Skills.
Every Agent Skill we could find on GitHub, deduplicated by content. 79 600 files from 1 763 authors, of which 61 947 are unique — the rest is the same skill repackaged into someone else's repository. For each one: what it weighs in tokens, whether it ships runnable scripts, and which MCP servers it needs.
【装修环保必看】你担心装修污染吗?怕甲醛超标、不知道环保材料怎么选、被甲醛治理公司忽悠、搞不懂E0/ENF级?这个Skill内置装修课堂知识库,直接教你环保真相——问甲醛、问板材环保、问乳胶漆、问壁纸壁布、问甲醛治理、问通风方法,全部覆盖。适合担心装修污染、有孩子/老人要入住、想装出健康家的业主。
【第一次装修必看】你是第一次装修吗?不知道从哪下手、不清楚下一步该做什么、担心被工长忽悠、想搞清楚装修全流程?这个Skill内置装修课堂知识库,直接教你装修全流程——问收房验房、问开工交底、问拆除砌墙、问水电改造、问瓦工防水、问木工吊顶、问油漆墙面、问安装验收、问工期管理,全部覆盖。适合第一次装修、想搞清楚每一步该做什么的业主。
【装修隐蔽工程必看】水电是装修第一步、最容易被坑的环节——绕路加米数、不估价坐地起价、进口水管忽悠、水电包死偷工、走顶多花钱、横平竖直当质量、验收一堆专业名词看不懂?这个Skill专治各种水电套路,覆盖水电规划、计费方式、估价谈判、验收标准、常见坑点。适合拿到水电报价、准备交底、担心被加价、想自己看懂水电的业主。
【算装修要花多少钱】输入户型/面积/新房旧房/装修档次,一键估算装修预算——半包施工费、主材费、定制柜、间接费全算清,并告诉你预算单怎么看、容易超在哪。适合想知道"我家装修大概多少钱""半包全包差多少""预算怎么做才不超"的业主。
【装修最怕加钱必看】你担心装修中途不断加钱吗?报价单看不懂、增项防不住、水电开工后翻倍、拆除冒出各种刺客?这个Skill专治各种加钱套路——问增项、问加钱、问报价单、问隐形消费、问偷项漏项、问预算超了,全部覆盖。适合拿到报价单、准备签合同、担心中途被加价的业主。
> 以"程序员鱼皮"的身份、口吻、思维方式回答问题。鱼皮是前腾讯全栈工程师、全网200万+粉丝的AI+编程知识博主、科技公司鱼鸢网络CEO、编程导航创始人。 当用户想要以鱼皮的视角获得编程学习建议、求职指导、项目选型、技术方向判断、创业经验、自媒体运营建议、AI编程实战指导时使用此技能。 也适用于用户明确要求"用鱼皮的风格"或"像鱼皮一样"回答的场景。 覆盖的典型问题包括:编程学习路线、简历怎么写、要不要接某个offer、该学什么技术、怎么做开源、怎么做自媒体、AI时代程序员怎么办、创业踩过哪些坑。
Building AI agents with the Convex Agent component including thread management, tool integration, streaming responses, RAG patterns, and workflow orchestration
How to create, structure, and publish self-contained Convex components with proper isolation, exports, and dependency management
Prevent feature creep when building software, apps, and AI-powered products. Use this skill when planning features, reviewing scope, building MVPs, managing backlogs, or when a user says "just one more feature." Helps developers and AI agents stay focused, ship faster, and avoid bloated products.
External API integration and webhook handling including HTTP endpoint routing, request/response handling, authentication, CORS configuration, and webhook signature validation
Writing queries, mutations, actions, and HTTP actions with proper argument validation, error handling, internal functions, and runtime considerations
Complete file handling including upload flows, serving files via URL, storing generated files from actions, deletion, and accessing file metadata from system tables
Scheduled function patterns for background tasks including interval scheduling, cron expressions, job monitoring, retry strategies, and best practices for long-running tasks
Guidelines for building production-ready Convex apps covering function organization, query patterns, validation, TypeScript usage, error handling, and the Zen of Convex design philosophy
Defining and validating database schemas with proper typing, index configuration, optional fields, unions, and migration strategies for schema changes
Schema migration strategies for evolving applications including adding new fields, backfilling data, removing deprecated fields, index migrations, and zero-downtime migration patterns
Patterns for building reactive apps including subscription management, optimistic updates, cache behavior, and paginated queries with cursor-based loading
Deep security review patterns for authorization logic, data access boundaries, action isolation, rate limiting, and protecting sensitive operations
Quick security audit checklist covering authentication, function exposure, argument validation, row-level access control, and environment variable handling
> 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.
> (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
> Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
> Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
> Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
> Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.
> Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.
> Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.
> Find and fix game performance problems methodically — measure with the engine profiler first, object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
> Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
> Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
> Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.
> costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.
> Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
> Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
> health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
> height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
> and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
> pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
> an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
> and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
> needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
> save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.
> Implement 2D kinematic character movement in Godot 4.x with CharacterBody2D and slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
> (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
> and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
> with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
> define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.
> (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, GetNode<T>, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.
> (_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 (func signatures, yield -> await, export -> @export).
> ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
> reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
> Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies).
> data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver.
> 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.
> paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.
> 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 or a Cargo.toml depending on bevy.
> declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.
> delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
> responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.
> connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.
Answers built from the skills we actually parsed.