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.
> (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".
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> (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.
> 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.
> 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.
> 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.
> 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.
> (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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.
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.
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.
Designs album concepts, tracklist architecture, and thematic planning through 7 structured phases. Use when planning a new album or reworking an existing album concept.
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.
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.
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.
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.
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.
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.
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.
Scans lyrics for explicit content and verifies that explicit flags match actual content. Use before Suno generation or release to ensure accurate content ratings.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Reviews lyrics against a quality checklist before Suno generation. Use before generating tracks to catch rhyme, prosody, pronunciation, and structural issues.
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.
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.
Scans lyrics for phrases that may match existing songs using web search and LLM knowledge. Use before release to check for unintentional borrowing.
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?
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.
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".
Reviews and iterates on social media copy in album promo/ files. Use after populating promo templates and before release to polish platform-specific posts.
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]".
Scans lyrics for pronunciation risks and prevents Suno mispronunciations. Use when writing lyrics with proper nouns, technical terms, homographs, or non-English words.
Generates platform-specific social media copy from album themes, track concepts, and lyrics. Use when promo/ templates need to be populated before release.
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.
Renames an album or track, updating slugs, titles, and all mirrored paths. Use when the user wants to rename an album or track.
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.
Answers built from the skills we actually parsed.