Topic: claude
14,433 skills in this topic.
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clawhub
Use the ClawHub CLI to search, install, update, and publish agent skills from clawhub.com. Use when you need to fetch new skills on the fly, sync installed skills to latest or a specific version, or publish new/updated skill folders with the npm-installed clawhub CLI.
nexu-io/nexu 2,488
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medeo-video
nexu-io/nexu 2,488
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learn
Invoke when diving deep into an unfamiliar domain, preparing a research article, or turning collected sources into publishable output. Runs a six-phase workflow: collect, digest, outline, fill in, refine, publish. Not for quick lookups or single-file reads.
tw93/Waza 2,767
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read
Invoke when given any URL, web page link, or PDF to read. Fetches the content as clean Markdown via proxy cascade and saves to Downloads. Not for local files already in the repo.
tw93/Waza 2,767
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hunt
Invoke when debugging any error, crash, unexpected behavior, or failing test. Finds root cause before applying any fix. Not for code review or new features.
tw93/Waza 2,767
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check
Invoke after any implementation task completes or before merging. Reviews the diff, auto-fixes safe issues, runs specialist security and architecture reviewers on large diffs. Not for exploring ideas or debugging.
tw93/Waza 2,767
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design
Invoke when building any UI, component, page, or visual interface. Produces distinctive design with a committed aesthetic, not generic defaults. Not for backend logic or data pipelines.
tw93/Waza 2,767
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write
Invoke only when explicitly asked to write, edit, or polish prose in Chinese or English. Strips AI writing patterns and rewrites to sound natural. Not for code comments, commit messages, or inline docs.
tw93/Waza 2,767
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think
Invoke before writing any code for a new feature, design, or architecture decision. Turns rough ideas into approved plans with validated structure. Not for bug fixes or small edits.
tw93/Waza 2,767
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health
Invoke when Claude ignores instructions, behaves inconsistently, hooks malfunction, or MCP servers need auditing. Audits the full six-layer config stack and flags issues by severity. Not for debugging code or reviewing PRs.
tw93/Waza 2,767
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assets-prefab-open
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
IvanMurzak/Unity-MCP 2,087
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assets-copy
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-instantiate
Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
IvanMurzak/Unity-MCP 2,087
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assets-modify
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
IvanMurzak/Unity-MCP 2,087
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build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
IvanMurzak/Unity-MCP 2,087
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assets-delete
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
IvanMurzak/Unity-MCP 2,087
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assets-material-create
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-create
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Creates folders recursively if they do not exist. If the source GameObject is already a prefab instance and 'connectGameObjectToPrefab' is true, a Prefab Variant is created automatically. To create a Prefab Variant from an existing prefab asset, provide 'sourcePrefabAssetPath' instead of 'gameObjectRef'. Use 'gameobject-find' tool to find the target GameObject first.
IvanMurzak/Unity-MCP 2,087
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assets-create-folder
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
IvanMurzak/Unity-MCP 2,087
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assets-move
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-close
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
IvanMurzak/Unity-MCP 2,087
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assets-find-built-in
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
IvanMurzak/Unity-MCP 2,087
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github-pr-review-fix
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
IvanMurzak/Unity-MCP 2,087
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assets-get-data
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
IvanMurzak/Unity-MCP 2,087