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. 80 149 files from 1 774 authors, of which 62 489 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.
| сайтмапы, переобход, ссылки, фиды, диагностика. Плюс scraping раздела Alice / Share of Voice (нет публичного API). вебмастер индексация, вебмастер запросы, вебмастер переобход, share of voice, sov, алиса, alice efficiency, конкуренты в алисе.
| Анализ поискового спроса через Yandex Wordstat API. частотность запросов, сезонность или региональный спрос. Топ до 2000 запросов, ассоциации, динамика, экспорт CSV. сегментация фраз, расширение семантики, сравнение OR-запросов.
| Парсинг выдачи Яндекса через Yandex Cloud Search API v2. Синхронный и асинхронный режимы. Кэширование результатов. serp яндекс, парсинг выдачи.
為使用者產生高品質的 AI 生圖、生影片、生音樂提示詞,並在需要時透過瀏覽器自動化實際送到目標平台。涵蓋 OiiOii、Kling 3.0/O-series、Seedance 2.0 pro、Suno v5.5、Seedream 5.0/4.0、Vidu Q3、Midjourney V8.1、Flux 1.1 Pro / Kontext、Runway Gen-4.5 / Aleph、Google Veo 3.1、Ideogram 3、Nano Banana Pro、Stable Diffusion 3.5(⚠️ OpenAI Sora 2 已於 2026-04-26 停運,API 撐到 2026-09-24,預設改推 Runway/Veo/Kling)。只要使用者提到「AI 生圖」「AI 影片」「AI 音樂」「做 MV」「做 storyboard」「寫 prompt 給 XXX」「我想用 Kling/Suno/Midjourney/Runway/Veo...」「幫我操作 OiiOii / 即夢 / 可靈」「txt2img / img2video / 文生圖 / 文生影片 / 圖生影片」「角色一致性」「多鏡頭分鏡」「運鏡」「結果有瑕疵 / 不夠精緻 / 怎麼修」,或任何跟上述平台或影像/影片/音樂生成工作流相關的任務,都要用這個 skill。即使他們沒講明平台,只要任務是要餵給某個生成模型的 prompt,就用這個 skill 幫他們選對的平台、寫對的格式。
Performs comprehensive, multi-layered research on any topic with structured analysis and synthesis of information from multiple sources. Use when the user needs thorough investigation, market research, technical deep-dives, due diligence, or comprehensive analysis on any subject.
Brief description of what this skill does and when to use it.
>- 百度网盘(Baidu Drive)文件管理 — 上传、下载、转存、分享、搜索、移动、复制、重命名、创建文件夹。 同时支持 Agent 记忆备份/恢复(kimiclaw/maxclaw/qclaw/openclaw)。 或用户提及"备份记忆"、"恢复记忆"、"查看记忆备份"等记忆相关操作。
>- 百度文库智能PPT个人版 — 一句话自动生成高质量 PPT,支持多种风格、场景和配色。
A decision board for evidence-based calls — the human adjudicates, the agent runs the errands. Three layers (sources → ideas → output) in plain markdown, synced on the human's command, projected onto a visual canvas. Use for vendor/tool selection, literature reviews, due diligence, competitive analysis, or any contested call that must stand on traceable evidence — triggers like "file these papers", "put this on the board", "assemble the design", "how do we decide this".
Use Xquik for X/Twitter REST, MCP, SDKs, search, filtered exports, monitoring & approved publishing. Not affiliated with X Corp. Trigger for X API alternatives, pricing comparisons, tweet search, user lookup, timelines, follower exports, media, webhooks, bulk extraction, giveaways, or MCP setup. Read-only by default. Require explicit approval for writes, private reads, monitors, webhooks & metered bulk jobs.
Research public X data with Xquik. Use for tweet search, tweet lookup, user discovery, profile timelines, threads, followers, trends, exports, monitoring plans, or MCP setup. Keep public reads bounded. Require explicit approval before private reads, writes, persistent resources, or bulk jobs. Not affiliated with X Corp.
Use MSAGL-JS (Microsoft Automatic Graph Layout) to lay out and visualize networks in JavaScript or TypeScript. Use for graph and network layout, DOT/JSON/JGF parsing, live embedded SVG or WebGL graphs, Sugiyama/MDS/IPSepCola layouts, edge routing, and exporting SVG, PDF, PNG, EPS, or PostScript figures for LaTeX and other documents.
Use when user requests diagrams, flowcharts, architecture charts, or visualizations. Also use proactively when explaining systems with 3+ components, complex data flows, or relationships that benefit from visual representation. Generates .excalidraw files and exports to PNG/SVG via Kroki API or locally using excalidraw-brute-export-cli.
For 3P / EXTERNAL developers: guides interactive Horizon Platform SDK (PSDK) integration for Meta Quest and Horizon OS Android/Kotlin apps — analyzes the codebase, recommends public platform features, plans the integration, and validates on device. Uses the external toolchain (Gradle, metavr, a developers.meta.com / Rocksteady App ID). For 1P apps inside fbsource (buck, Chesterfield/ni, adb), use psdk_1p_onboarding_agent instead.
Guides integration of the Horizon Platform SDK for Meta Quest and Horizon OS Android/Kotlin apps — achievements, IAP, users, leaderboards, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, and rate and review. Covers setup, initialization, API usage, data types, error handling, and best practices for all 17 public platform SDK packages.
Upgrades Meta Quest apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when updating SDK versions or fixing deprecated API warnings.
Guides porting existing Android 2D apps to Meta Quest and Horizon OS — input adaptation, panel layout, and design requirements. Use when adapting a mobile Android app for Quest.
Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices.
Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility.
Scaffolds new Meta Quest and Horizon OS projects with recommended settings for Unity, Unreal, Android/Spatial SDK, or WebXR. Use when creating a new Quest app from scratch.
Builds WebXR experiences for Meta Quest and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when creating web-based VR/MR apps for Quest Browser.
Profiles Meta Quest and Horizon OS application CPU performance using simpleperf — workload classification, CPU hotspot recording, kernel overhead measurement. Use when diagnosing whether an app is CPU-bound, memory-bound, or I/O-bound on Quest devices.
Builds spatial Android apps for Meta Quest and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences. Use when creating Kotlin-based spatial applications.
Guides shipping a web app to the Meta Quest and Horizon OS Store as a PWA/TWA — both 2D windowed panels and immersive WebXR/VR. Covers building the web app (IWSDK for WebXR, any responsive PWA for 2D), Vercel deploy, web app manifest + icons, the WebXR-only auto-enter-session step, choosing 2D vs immersive mode in @meta-quest/bubblewrap-cli, keystore/Digital-Asset-Links, and ovr-platform-util Store upload. Use before any IWSDK/WebXR build, PWA packaging, bubblewrap, or Horizon Store upload work.
>- MANDATORY pre-flight check before answering any question or writing any code related to Meta Quest VR headsets (Quest 2, Quest 3, Quest 3S, Quest Pro) or apps that target them. Forces verification against authoritative Meta sources via the metavr CLI / metavr MCP tools BEFORE relying on training-data knowledge. Counters the failure mode where agents answer Quest-related questions from stale memory and ship deprecated APIs, broken Android manifests, and store-rejected builds. Loads automatically when the user is in a Quest project (any reference to Oculus / Meta Quest / Horizon OS, Unity OVR or Meta XR packages, com.meta.* / com.oculus.* package IDs, Quest-targeted AndroidManifest, .meta files, or developers.meta.com / developer.oculus.com URLs).
Guides end-to-end Meta Quest and Horizon OS app submission to the Meta Horizon Store — build validation, store-readiness checks, asset preparation, upload, and submission tracking. Use when preparing a Quest app for store publishing.
Reviews Unity code targeting Meta Quest and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Quest performance problems in Unity projects.
Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta Quest and Horizon OS. Use when adding FBX files, 3D models, or external assets.
Drive ARKit-blendshape-rigged head/face models in Unity with the wearer's facial expressions on Meta Quest via Meta Movement SDK (face tracking + A2E). Use when a user has an FBX with the 52 ARKit blendshapes (any prefix, _L/_R suffixes) and wants it to animate from face tracking on Quest Pro / Quest 3 / Quest 3S.
Configures Unity UI for Meta Quest and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
Ensures accurate object placement in Unity projects targeting Meta Quest and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.
Set up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta Quest body tracking, generate a retargeting config, or hand-edit the resulting `<asset>.json` (fix known-joint mappings, exclude joints from auto-mapping, rename target joints, adjust per-joint mapping weights, change a mapping behavior to twist/childAlignedTwist, edit T-pose values). The headless entry point is `Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset)` — call it via Unity MCP first, then hand-edit if needed. **Skip** if the user is editing runtime retargeting code, the source `OVRSkeletonData.json`, or non-MSDK files.
Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry, generating NavMesh from scene data, environment depth raycasting for instant placement without scanning, Passthrough Camera Access (PCA), trackable detection (keyboards, QR codes), destructible scene meshes, space maps, room sharing for multiplayer, or any MR scene-aware feature.
Guides integration of the Horizon Platform SDK for Meta Quest and Horizon OS Unity/C# apps — achievements, IAP, users, leaderboards, challenges, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, and rate and review. Covers setup, initialization, API usage, data types, error handling, and best practices for all 18 public platform SDK packages.
Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development. Use when setting up VR/MR projects, configuring OVRManager, adding OVRCameraRig, enabling passthrough, hand tracking, spatial anchors, boundaryless mode, controller input, Scene API, or any Meta Quest XR feature. Covers OVRProjectSetup, AndroidManifest generation, and project configuration for Meta Quest headsets.
Analyzes, documents, and maintains a living `.agent-docs/` knowledge base for Unity projects targeting Meta Quest and Horizon OS. Use when the user asks to scan project structure, explain how a Unity system works, or update project docs after structural changes.
Meta Quest Passthrough Camera Access (PCA) for Unity — access the forward-facing RGB cameras on Quest 3 / Quest 3S to feed Computer Vision and Machine Learning pipelines. Use when capturing the passthrough camera image/texture, reading the camera pose and intrinsics, projecting camera pixels into world space via `PassthroughCameraAccess.ViewportPointToRay`, wiring camera frames into ML/CV models, or reasoning about resolution, permissions, vendor tags, and the pinhole/principal-point model. For projecting the image onto a flat world-space surface (frustum-slice quad / image-plane overlay) see references/principal-point-offset.md; for placing 2D ML detections as world-space 3D bounding boxes see references/detection-bounding-boxes.md. Skip if the user only wants to cast the user's POV (use the Media Projection API instead) or is doing screen-space-only overlays.
Imports and configures TextMesh Pro Essential Resources for Unity projects targeting Meta Quest and Horizon OS. Use when setting up TMP UI, fixing missing TMP materials or fonts, or resolving pink/magenta TMP text.
Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.
Debugs Meta Quest and Horizon OS VR/MR applications using the metavr CLI — view logs, capture screenshots, diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Quest devices.
>- Provides the complete metavr (Meta VR CLI) reference for Meta Quest and Horizon OS development — installation, device setup, command discovery, MCP server mode, documentation search, app deployment, device testing setup, audio control, screenshots, and performance analysis. Use when the user needs to install metavr, asks what commands are available, needs CLI syntax help, or wants to know what metavr can do.
Build and sideload Android apps for Meta Portal devices (Portal, Portal+, Portal Mini, Portal Go, Portal TV) using metavr. Use when targeting Portal hardware — covers ADB enablement, the no-GMS constraint, manifest/launcher intent-filter requirements, icon density quirks (PNG-only, mipmap-xxxhdpi), the Smart Camera SDK, and the gradle + `metavr adb` build/deploy/debug loop. Auto-load when the user mentions "Portal" device, targets `minSdkVersion` 28-29 for a tabletop/TV form factor, or works with the `com.facebook.portal` package.
Add new Prometheus metrics to the Cloudflare exporter. Use when adding metrics, implementing new GraphQL/REST queries, or extending metric coverage. Covers the full workflow from schema discovery through client implementation and README updates.
CUMCM 国赛、MCM/ICM 美赛与电工杯数学建模竞赛的端到端协作工作流。Use when a user explicitly works on one of these modeling contests or asks to run/review a modeling-competition paper from problem selection through modeling, solving, robustness, writing, compliance, and final submission review. Provides 10 stages, persistent decision state, competition-specific rules/templates, deterministic scoring helpers, numbered decisions, and Codex/Claude Code handoff. Do not trigger for generic model selection, ordinary data analysis, or non-competition paper review.
Plugin shim for the mathmodel-skill competition workflow. Use when Codex invokes this plugin for a CUMCM, MCM/ICM, or Diangong Cup modeling-contest task, including problem selection, modeling, robustness, contest-paper writing, compliance, or final submission review. Do not use for generic data analysis or non-competition paper review.
Run a lightweight Ultracode workflow for serious coding tasks: plan, split, delegate when useful and allowed by the host, integrate, and verify. Use when the user explicitly invokes ultracode, $ultracode, ultra code, dynamic workflow, workflow orchestration, multi-agent workflow, subagent workflow, parallel agents, swarm, delegate this, split this across agents, or independent verification pass.
>- Provides instructions and coding guidelines on how to contribute to the Pinpoint Web UI Angular project in the /pinpoint/webui directory. Any code change in this directory should adhere to this skill.
>- Instructions for performing database schema migrations, modifying tables, and regenerating Spanner schema files in the Performance Dashboard (perf).
>- Provides instructions and coding guidelines on how to contribute to the Pinpoint Web UI Angular project in the /pinpoint/webui directory. Any code change in this directory should adhere to this skill.
Sanity development best practices for schema design, GROQ queries, TypeGen, Visual Editing, images, Portable Text, Studio structure, localization, migrations, Sanity Functions, webhooks, Blueprints, and framework integrations such as Next.js, Nuxt, Astro, Remix, SvelteKit, Angular, Hydrogen, and the App SDK. Use this skill whenever working with Sanity schemas, defineType or defineField, GROQ or defineQuery, content modeling, Presentation or preview setups, Sanity-powered frontend integrations, event-driven content automation, documentEventHandler, defineDocumentFunction, defineMediaLibraryAssetFunction, @sanity/functions, @sanity/blueprints, sanity.blueprint.ts, event-driven content automation, or when reviewing and fixing a Sanity codebase.
Render and serialize Portable Text to React, Svelte, Vue, Astro, HTML, Markdown, and plain text. Use when implementing Portable Text rendering in any frontend framework, building custom serializers for non-standard block types, converting Portable Text to HTML strings server-side, converting Portable Text to Markdown, extracting plain text from Portable Text, or troubleshooting rendering issues with marks, blocks, lists, or custom types.
SEO and AEO best practices for metadata, Open Graph, sitemaps, robots.txt, hreflang, JSON-LD structured data, EEAT, and content optimized for search engines and AI answer surfaces. Use this skill when implementing page SEO, technical SEO, schema markup, international SEO, AI-overview readiness, or improving content for Google, ChatGPT, Perplexity, and similar assistants.
Convert HTML and Markdown content into Portable Text blocks for Sanity. Use when migrating content from legacy CMSs, importing HTML or Markdown into Sanity, building content pipelines that ingest external content, converting rich text between formats, or programmatically creating Portable Text documents. Covers @portabletext/markdown (markdownToPortableText), @portabletext/block-tools (htmlToBlocks), custom deserializers, and the Portable Text specification for manual block construction.
Content experimentation and A/B testing guidance covering experiment design, hypotheses, metrics, sample size, statistical foundations, CMS-managed variants, and common analysis pitfalls. Use this skill when planning experiments, setting up variants, choosing success metrics, interpreting statistical results, or building experimentation workflows in a CMS or frontend stack.
Structured content modeling guidance for schema design, content architecture, content reuse, references versus embedded objects, separation of concerns, and taxonomies across Sanity and other headless CMSes. Use this skill when designing or refactoring content types, deciding field shapes, debating reusable versus nested content, planning omnichannel content models, or reviewing whether a schema is too page-shaped or presentation-driven.
Plans, implements, and reviews migrations from other CMSes and content systems into Sanity. Use when migrating or replatforming to Sanity from AEM, Adobe Experience Manager, Contentful, Strapi, Webflow, WordPress, Payload, Drupal, Markdown/MDX/frontmatter files, WXR/XML exports, CMS APIs, database dumps, static HTML, or when designing extraction, transformation, Portable Text conversion, asset migration, redirects, validation, and cutover workflows.
数学建模竞赛论文写作全流程指导。覆盖国赛(CUMCM)和美赛(MCM/ICM),从论文结构规划、各章节撰写、模型检验、参考文献规范到最终格式检查。与math-modeling-solver形成"解题→写作"配对——可接收solver输出的论文草稿片段直接展开写作。当用户提及数学建模论文写作、建模比赛、国赛/美赛/电工杯/亚太杯/深圳杯/华为杯论文、CUMCM、MCM/ICM、数模论文结构、摘要写作、模型检验、灵敏度分析、latex建模模板、word建模排版、Memo/Letter写作、模型命名、Our Work流程图,或需要写/修改/优化/检查建模论文的任何部分时,都必须使用此 skill。
Answers built from the skills we actually parsed.