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Claude Skills

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.

61 947
unique skills
out of 79 600 files found on GitHub
17 653
are copies
same content, someone else's repository
1 739
tokens, median
what a typical skill costs you in context
7 890
name collisions
two skills with one name cannot sit side by side

20 281–20 340 of 61 947

page 339 of 1 033
Unity Csharp Scripting
by gamedev-skills

> (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".

3k tokens
Unity Animation
by gamedev-skills

> parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.

2k tokens
Pygame Core
by gamedev-skills

> delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.

3k tokens
Roblox Datastores
by gamedev-skills

> SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.

3k tokens
Unity Build Pipeline
by gamedev-skills

> IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.

2k tokens
Unity Navmesh
by gamedev-skills

> move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.

1k tokens
Unity Input System
by gamedev-skills

> the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.

2k tokens
Unreal Blueprints
by gamedev-skills

> 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.

2k tokens
Unreal Cpp Gameplay
by gamedev-skills

> 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.

3k tokens
Unity Scriptableobjects
by gamedev-skills

> runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.

2k tokens
Unity Tilemap 2d
by gamedev-skills

> tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.

1k tokens
Unity Physics
by gamedev-skills

> collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

2k tokens
Unreal Behavior Trees
by gamedev-skills

> (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.

2k tokens
Unreal Enhanced Input
by gamedev-skills

> 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.

3k tokens
Unreal Packaging
by gamedev-skills

> 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.

1k tokens
Unreal Niagara
by gamedev-skills

> 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.

2k tokens
Phaser Arcade Physics
by gamedev-skills

> velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

3k tokens
Phaser Core
by gamedev-skills

> (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser 3 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

3k tokens
Threejs Materials Lighting
by gamedev-skills

> unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.

3k tokens
Pixijs Rendering
by gamedev-skills

> Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.

3k tokens
Threejs Gltf Loading
by gamedev-skills

> Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.

3k tokens
Threejs Scene Setup
by gamedev-skills

> Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

3k tokens
Game Jam
by gamedev-skills

> cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.

2k tokens
Itch Publish
by gamedev-skills

> butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io.

3k tokens
Prototype Fast
by gamedev-skills

> Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.

2k tokens
Steam Publish
by gamedev-skills

> packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.

4k tokens
Add Eslint Rule
by sveltejs
vendor

Walks through the full workflow of adding a new ESLint rule to eslint-plugin-svelte — scaffolding via `pnpm run new`, implementing the rule, writing fixture-based tests, updating generated artifacts via `pnpm run update`, and adding a changeset. Use this when the user asks to add, implement, or create a new lint rule in this repository.

3k tokens
Clipboard
by bitwize-music-studio

Copies track content (lyrics, style prompts, streaming lyrics) to the system clipboard. Use when the user needs to paste lyrics or style prompts into Suno or other external tools.

2k tokens
Album Conceptualizer
by bitwize-music-studio

Designs album concepts, tracklist architecture, and thematic planning through 7 structured phases. Use when planning a new album or reworking an existing album concept.

6k tokens
Cloud Uploader
by bitwize-music-studio

Uploads promo videos and content to Cloudflare R2 or AWS S3. Use when the user wants to host promo content for social media or distribution.

2k tokens
About
by bitwize-music-studio

Provides information about the bitwize-music plugin, its version, and its creator. Use when the user asks about the plugin, its purpose, version, or capabilities.

1k tokens
Configure
by bitwize-music-studio

Sets up or edits the plugin configuration file interactively. Use on first-time setup, when config is missing, or when the user wants to change settings.

3k tokens
Album Dashboard
by bitwize-music-studio

Shows a structured progress dashboard for an album with percentage complete per phase, blocking items, and status breakdown. Use for a quick visual overview of album progress.

1k tokens
Album Ideas
by bitwize-music-studio

Tracks and manages album ideas including brainstorming, planning, and status updates. Use when the user wants to add, review, or organize their album idea backlog.

3k tokens
Album Art Director
by bitwize-music-studio

Creates visual concepts for album artwork and generates AI art prompts. Use during planning for concept discussion, or after all tracks are Final for actual artwork generation.

9k tokens
Genre Creator
by bitwize-music-studio

Create new genre documentation files for the bitwize-music genre library. Use when the user wants to add a genre, says "/genre-creator", "neues Genre erstellen", "Genre hinzufuegen", "add genre", or asks to create genre documentation. Takes a genre name as argument.

1k tokens
Explicit Checker
by bitwize-music-studio

Scans lyrics for explicit content and verifies that explicit flags match actual content. Use before Suno generation or release to ensure accurate content ratings.

1k tokens
Import Audio
by bitwize-music-studio

Moves audio files to the correct album location with proper path structure. Use when the user has downloaded WAV files from Suno or other sources that need to be organized.

2k tokens
Help
by bitwize-music-studio

Shows available skills, common workflows, and quick reference for the plugin. Use when the user asks for help, what skills are available, or how to do something.

3k tokens
Document Hunter
by bitwize-music-studio

Searches and retrieves documents from free public sources using automated browser navigation. Use when research needs primary source documents like court filings, government reports, or public records.

3k tokens
Import Art
by bitwize-music-studio

Places album art files in the correct audio and content directory locations. Use when the user has generated or downloaded album artwork that needs to be saved.

1k tokens
Import Track
by bitwize-music-studio

Moves track markdown files to the correct album location. Use when the user has track files in Downloads or other locations that need to be placed in an album.

1k tokens
Health Check
by bitwize-music-studio

Runs plugin health checks (venv packages, skill registration, and album slug collisions). Use when the user asks to check plugin health, verify setup, or troubleshoot missing skills.

481 tokens
Lyric Refiner
by bitwize-music-studio

Autonomous multi-pass lyric refinement for tightening, cohesion, and album unity. Use after lyrics are written to polish a track or entire album through iterative passes.

4k tokens
Lyric Writer
by bitwize-music-studio

Writes or reviews lyrics with professional prosody, rhyme craft, and quality checks. Use when writing new lyrics, revising existing lyrics, or when the user says 'let's work on a track.

15k tokens
Mix Engineer
by bitwize-music-studio

Polishes raw Suno audio by processing per-stem WAVs (vocals, backing_vocals, drums, bass, guitar, keyboard, strings, brass, woodwinds, percussion, synth, other) with targeted cleanup, EQ, and compression, then remixing into a polished stereo WAV ready for mastering. Use after audio import and before mastering.

5k tokens
Lyric Reviewer
by bitwize-music-studio

Reviews lyrics against a quality checklist before Suno generation. Use before generating tracks to catch rhyme, prosody, pronunciation, and structural issues.

5k tokens
Mastering Engineer
by bitwize-music-studio

Guides audio mastering for streaming platforms including loudness optimization and tonal balance. Use when the user has approved tracks and wants to master audio files.

67k tokens
New Album
by bitwize-music-studio

Creates a new album with the correct directory structure and templates. Use IMMEDIATELY when the user says 'make a new album' or similar, before any discussion.

2k tokens
Plagiarism Checker
by bitwize-music-studio

Scans lyrics for phrases that may match existing songs using web search and LLM knowledge. Use before release to check for unintentional borrowing.

1k tokens
Next Step
by bitwize-music-studio

Analyzes album state and recommends the optimal next action. Use when the user asks "what should I do next?" or "what's left to do?

2k tokens
Promo Director
by bitwize-music-studio

Generates 15-second vertical promo videos for social media from mastered audio. Use after mastering is complete and before release, when the user wants social media content.

6k tokens
Pre Generation Check
by bitwize-music-studio

Validates all pre-generation gates before sending tracks to Suno. Checks sources verified, lyrics reviewed, pronunciation resolved, explicit flag set, style prompt complete, and artist names cleared. Use before generating tracks on Suno or when the user says "pre-gen check" or "ready to generate".

2k tokens
Promo Reviewer
by bitwize-music-studio

Reviews and iterates on social media copy in album promo/ files. Use after populating promo templates and before release to polish platform-specific posts.

4k tokens
Promote Idea
by bitwize-music-studio

Converts an album idea from IDEAS.md into an actual album project in one step. Use when the user says "promote [idea title]", "turn idea into album", or "start working on [idea]".

2k tokens
Pronunciation Specialist
by bitwize-music-studio

Scans lyrics for pronunciation risks and prevents Suno mispronunciations. Use when writing lyrics with proper nouns, technical terms, homographs, or non-English words.

3k tokens
Promo Writer
by bitwize-music-studio

Generates platform-specific social media copy from album themes, track concepts, and lyrics. Use when promo/ templates need to be populated before release.

6k tokens
Release Director
by bitwize-music-studio

Coordinates album release including QA, distribution prep, and platform uploads. Use when mastering and album art are complete and the user is ready to release.

4k tokens
Rename
by bitwize-music-studio

Renames an album or track, updating slugs, titles, and all mirrored paths. Use when the user wants to rename an album or track.

777 tokens
Researcher
by bitwize-music-studio

Conducts investigative-grade research with primary source analysis, cross-verification, and trial-level depth. Use when an album needs factual research, source material, or verification of claims.

5k tokens

Claude Skills — questions

Answers built from the skills we actually parsed.

What is a Claude Skill?
A folder with a SKILL.md file: instructions that teach an agent to do one thing well, optionally with scripts and reference files alongside. The format is open and called Agent Skills — Claude Code, Codex and other agents read the same files. It is not a program you run; it is knowledge the agent loads when the task calls for it.
How is a skill different from an MCP server?
A server gives the agent new abilities — it connects to something and exposes tools. A skill gives the agent knowledge: how to use what it already has. They combine, and often literally: 11 352 of the skills here declare which MCP servers they need to work.
Why are there fewer skills here than in other catalogues?
Because we deduplicate by content. Of 79 600 files found on GitHub, 61 947 are unique — the rest is the same skill copied into someone else's repository, word for word. Catalogues that count files rather than skills show every copy as a separate entry.
What does the token count mean?
A skill is loaded into the model's context when it is used, so its size is a running cost on every request that touches it. We measure the whole folder, not just SKILL.md: one official skill is 377 tokens, another drags 83 files of fonts behind it.
How do I install a skill?
Copy the skill folder into ~/.claude/skills for personal use, or into .claude/skills inside a project. The agent picks it up by the name in the SKILL.md header — which is worth checking: 7 890 skills here share a name with another skill, and two of them cannot sit side by side.