multik-kdoc
Write, update, and audit KDoc documentation for the Multik library. Handles the full cycle: KDoc comments on source code, syncing with Writerside user docs in docs/topics/, and creating/updating Korro code samples.
Browse reusable Agent Skills, each with a clear purpose and practical guidance.
Write, update, and audit KDoc documentation for the Multik library. Handles the full cycle: KDoc comments on source code, syncing with Writerside user docs in docs/topics/, and creating/updating Korro code samples.
Write, explain, test, and debug regular expressions, and build them iteratively against real sample input. Use when users want a regex/pattern to match or extract text, ask why a pattern isn't matching, need to validate emails/URLs/dates/phone numbers, or want to do find-and-replace with capture groups. Triggers on mentions of regex, regular expression, pattern, match, extract, validate, find and replace, 正则, 正则表达式, 匹配, 提取, 替换.
Write robust, safe bash/shell scripts and one-liners, and explain or fix existing ones. Use when users want a shell script, a command pipeline, automation glue, or ask why a bash snippet misbehaves (quoting, globbing, exit codes). Triggers on mentions of bash, shell script, .sh, command line, pipe, one-liner, cron job command, 脚本, 命令行, 管道, shell.
Improve an open-source GitHub skill and open a friendly suggestion PR upstream: fork, run skill-auto-improver, attach asm eval before/after metrics. Don't use for local-only skills, authoring from scratch, bulk repos, or registry publish.
Orientation and getting-started guide for Unity 6000.5 PhysicsCore2D — namespace history, distinction from the legacy Physics2D component system, WORM concurrency model, definitions/handle-struct semantics, and routing to the topic and -api sub-skills. Use for first-time onboarding, conceptual questions about how PhysicsCore2D differs from older Physics2D, or when you need a map of which sub-skill covers what. For specific type APIs use the *-api skills; for specific patterns use the matching topic skill (joints, bodies, queries, batching, factories, etc.).
Batching techniques for queries, projectiles/shooters, and swarm/flocking behaviors (boids)
Patterns for Unity PhysicsCore2D PhysicsBody — choosing body type (Static/Kinematic/Dynamic), creating and destroying bodies, mass and moment of inertia configuration, sleep state management, transform sync between PhysicsBody and Unity Transform, freezing position/rotation via constraints, owner key pattern for ownership, and the WORM rule about creating/destroying bodies during simulation. Use when working with PhysicsBody lifecycle, configuration, or runtime manipulation. For full member API see unity-physicscore2d-bodies-api. For applying forces see unity-physicscore2d-forces. For batched body creation see unity-physicscore2d-batching.
Collision detection, contact manifolds, collision responses, determinism, and character collision handling
Component authoring patterns and best practices for Unity PhysicsCore2D
High-level patterns and gameplay strategies for destructible objects in Unity PhysicsCore2D — slicing mechanics, fragmenting on impact, sprite-based destructible systems, debris cleanup, performance budgeting. Use for "how should I design destructible X?" questions. For the PhysicsDestructor type API and worked code examples see unity-physicscore2d-destructor; for raw member signatures see unity-physicscore2d-destructor-api.