Skills.
Give your AI a better way to work.
A skill is a set of written instructions that teaches an AI how to do one job the way it should be done: review a pull request, plan a migration, write the release notes.
Install one here and it travels with your account into Claude, Claude Code, Cursor and every other client you sign in with.
Category: AI & models
8,867 results · page 65 of 296
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roblox-studio-workflowSkillAI & models
Modify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug o
Ready to connect★ 967
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roblox-uiSkillAI & models
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, S
Ready to connect★ 967
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rpgSkillAI & models
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
Ready to connect★ 967
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shader-programmingSkillAI & models
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,
Ready to connect★ 967
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survival-craftingSkillAI & models
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
Ready to connect★ 967
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threejs-gltf-loadingSkillAI & models
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
Ready to connect★ 967
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threejs-materials-lightingSkillAI & models
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs 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 — whe
Ready to connect★ 967
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tower-defenseSkillAI & models
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
Ready to connect★ 967
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unity-animationSkillAI & models
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, 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 Animat
Ready to connect★ 967
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unity-csharp-scriptingSkillAI & models
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (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, S
Ready to connect★ 967
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unity-input-systemSkillAI & models
Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, 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
Ready to connect★ 967
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unity-navmeshSkillAI & models
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), 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, Nav
Ready to connect★ 967
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unity-physicsSkillAI & models
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs 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, Ad
Ready to connect★ 967
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unity-scriptableobjectsSkillAI & models
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared 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 S
Ready to connect★ 967
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unity-tilemap-2dSkillAI & models
Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, 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 use
Ready to connect★ 967
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unreal-blueprintsSkillAI & models
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the 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 ta
Ready to connect★ 967
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unreal-cpp-gameplaySkillAI & models
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, 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 p
Ready to connect★ 967
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unreal-enhanced-inputSkillAI & models
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping 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 u
Ready to connect★ 967
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unreal-niagaraSkillAI & models
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and 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 p
Ready to connect★ 967
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unreal-packagingSkillAI & models
Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build 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, c
Ready to connect★ 967
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visual-novelSkillAI & models
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.
Ready to connect★ 967
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affiliate-marketingSkillAI & models
When the user wants to plan, implement, or optimize affiliate marketing strategy. Also use when the user mentions "affiliate marketing," "affiliate program strategy," "CPS model," "affiliate recruitment," "commission structure," "affiliate partners," "affiliate network," "affiliate tracking," "affil
Ready to connect★ 968
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integrated-marketingSkillAI & models
When the user wants to plan integrated marketing, coordinate channels, or clarify program vs channel vs campaign. Also use when the user mentions "IMC," "integrated marketing," "channel mix," "marketing program," "PESO model," "integrated marketing communications," "omnichannel marketing," "channel
Ready to connect★ 968
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ss-resolveSkillAI & models
Compile a small, deterministic StyleSeed rule bundle for one agent, output grammar, surface adapter, domain, page type, brand recipe, palette recipe, and optional profile. Use before setup or build, when project configuration changes, when updating StyleSeed, or to diagnose local installation, rule
Ready to connect★ 952
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cute-verifySkillAI & models
Verify changes to the Helion CuTe backend by running both test suites, lint, and a code review subagent — then fix any issues found.
Ready to connect★ 941
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optim-agentSkillAI & models
Use when the user wants to optimize configurable system parameters against a measurable scalar objective, especially for model training, inference, quantitative strategies, reinforcement learning, scientific workflows, or other expensive black-box evaluations where reading the project can improve tr
Ready to connect★ 939
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Openapi ExpertSkillAI & models
Use this agent when you need to update, synchronize, or validate the OpenAPI specification (openapi.yml) against the actual REST API implementation. This includes adding new endpoints, updating request/response schemas, fixing discrepancies between the spec and code, or ensuring complete API documen
★ 938
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forgecad-grade-modelSkillAI & models
Grade a ForgeCAD or CAD-as-code model against a requirement, brief, prompt, reference, or acceptance criteria with evidence and a 0-10 score.
Ready to connect★ 932
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forgecad-inspect-modelSkillAI & models
Select, run, and interpret ForgeCAD inspection evidence for collisions, sections, wall thickness, components, masks, depth, normals, surface continuity, and fit.
Ready to connect★ 932
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costSkillAI & models
Deep cost exploration and transparency. Shows real token usage, session costs, campaign spend, burn rates, and model breakdown. Reads Claude Code's native session data for exact numbers. Complements /dashboard with focused cost views.
Ready to connect★ 922
What is a skill?
A skill is plain text, usually a SKILL.md file and the scripts it refers to, written for an AI rather than for a person. It carries the steps, the house rules and the examples a good answer needs, so you stop pasting the same briefing into every new chat.
53,462 of the 53,895 skills listed here can be served through ahel today, and they come from public repositories. Each one has its own page with the instructions themselves on it, so you can read what a skill will tell your AI to do before you install it.
Install one and every AI you use gets it
Installing a skill adds it to your gateway and turns it on in the same step. Claude Code surfaces it as a slash command; any client can read the full instructions with the skill_read tool.
Nothing is copied into a project folder. The instructions are served from your account, so the same skill is there in every AI you connect, and turning it off removes it from all of them at once.