使用场景

设计与三维建模

设计稿、三维场景与创作工具的 AI 扩展。

edgegap

设计与内容创作

Start here for hosting a game on Edgegap (dedicated servers + matchmaking) when the engine is not Unity, Unreal or Godot, is unknown, or the question is about the platform itself. Use when someone wants to host or deploy a game server, wants a single-player or co-op game always online or harder to crack, asks how players will connect to matches, wants servers for a custom-engine game, compares hosting options, or asks what Edgegap apps, versions, deployments, fleets or matchmakers are, even if they never say "hosting". It picks the server shape, explains the vocabulary and safety rules, and routes to the right skill. For a Unity project, load edgegap-unity instead (NGO: edgegap-ngo, FishNet: edgegap-fishnet, PurrNet: edgegap-purrnet, Fusion: edgegap-fusion); Unreal: edgegap-unreal; Godot 4: edgegap-godot; Colyseus: edgegap-colyseus; Cocos: edgegap-cocos; Nakama: edgegap-nakama; Manus: edgegap-manus; Three.js/web: edgegap-threejs; vibe-coded: edgegap-vibe-coded; matchmaking design: edge

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edgegap-containerize

设计与内容创作

Package any game server (Unreal, Godot, Node, Go, Rust, C++, a Unity build) into a Docker image that runs correctly on Edgegap, push it to the Edgegap Container Registry or Docker Hub, GHCR, ECR, GCR or GitLab, and register it as an app version: the container contract, Dockerfile patterns, linux/amd64 builds on Apple Silicon, image tags, registry credentials on the version, and port mapping. Use whenever writing or fixing a Dockerfile for a game server, building on a Mac, pushing to registry.edgegap.com, getting "unable to pull image" or exec format errors, or when someone asks how to get a server build onto Edgegap. Engine-agnostic; edgegap-unity has a ready Unity Dockerfile.

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edgegap-eos-voice

设计与内容创作

Add in-game voice chat with EOS Voice (Epic Online Services) to an Unreal Engine game that runs on Edgegap dedicated servers. The game server is the trusted server: it checks each player's EOS ID token, puts them in a match or team room from the Edgegap matchmaker data, gets room tokens from the EOS Voice Web API (EOS voice doesn't run on Linux servers) and removes players who leave. Ships tested C++ drop-ins (device ID login so players need no Epic account, a replicated component that needs no game class edits, server token service), Developer Portal client policies, Edgegap env vars, local two-client test with fake audio, and fixes for pitfalls. Use for "add voice chat", "team voice", "proximity or party chat", "EOS voice", "push to talk", "players can't hear each other", Vivox replacement, or voice on an Unreal game hosted on Edgegap. Needs a working Edgegap dedicated server first (edgegap-unreal). Not for Unity yet, lobby-only voice without a server, or Mumble.

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edgegap-godot

设计与内容创作

Godot 4 + Edgegap: take a Godot multiplayer game (MultiplayerAPI, @rpc, ENetMultiplayerPeer, WebSocketMultiplayerPeer, MultiplayerSpawner, netfox) to dedicated servers and matchmaking, end to end. Load this before using any Edgegap MCP tool on a Godot project (project.godot, .gd, .tscn, export_presets.cfg). It has tested GDScript templates (a server lifecycle autoload that waits for the matched players and stops its own deployment, a matchmaker client and Find Match button), the Edgegap Godot plugin build (export, image, push from the editor), app version ports (UDP for ENet, WS + TLS Upgrade for web and wss), matchmaker config, and fixes for Godot pitfalls: empty server logs, export allowlists that drop new scripts, join validation that silently blocks matched players. Use when a Godot dev wants online play: "host my Godot game", "nobody should host", "Find Match button", "Godot web multiplayer", or is debugging Godot deployments, ports or matchmaking on Edgegap.

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edgegap-launch

设计与内容创作

Take an Edgegap-hosted game from "the test deployment works" to live players: the launch checklist (token hygiene, app version settings, restart policy, max duration, self-stop, image caching, log storage), version naming and blue/green rollouts with zero matchmaking downtime, cost and leak control, rate limits, free-tier limits to lift before launch, observability (logs, metrics, deployment IDs), capacity planning with Edgegap, Private Fleets and persistent servers, and incident basics. Use when preparing a launch, beta or playtest on Edgegap, reviewing production readiness, rolling out a new server build, deploying builds from CI or GitHub Actions (edgegap/deploy-action), or when someone mentions going live, launch day, rollout, scaling, hosting costs or operating game servers with real players.

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edgegap-manus

设计与内容创作

Manus + Edgegap: turn a browser game built with Manus (manus.im, Manus Game Dev, a Manus web app, or its code exported to GitHub) into an online multiplayer game with an authoritative dedicated server and matchmaking on Edgegap. Load this before using any Edgegap MCP tool on a Manus project. It has templates: Steam sign-in verified on the backend, backend join/status/cancel/leave routes that create Edgegap matchmaker tickets (mode, region, party, player IP) and return only the server address and a signed join token, a Node.js WebSocket game server that self-stops, a browser client with reconnect, a Dockerfile, a GitHub Actions image build, and a matchmaker config. Use when a Manus user wants online play: "make my Manus game multiplayer", "add matchmaking", "Find Match", "Steam login for my web game", "host my HTML5/JavaScript game server", or is debugging wss, CORS, tickets or deployments for a Manus game. Other Three.js/web games without sign-in: edgegap-threejs. Unity: edgegap-unity.

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edgegap-ngo

设计与内容创作

Netcode for GameObjects (NGO) + Edgegap: take a Unity game built on NGO to dedicated servers and matchmaking, end to end. Load this before using any Edgegap MCP tool on an NGO project (com.unity.netcode.gameobjects, NetworkManager, UnityTransport, StartHost, ConnectionManager, Boss Room). It has NGO C# templates verified on Edgegap, no scene edits (server start and self-stop, Find Match panel, settings asset), a Boss Room adapter, the Edgegap Unity plugin for build, image, push and deploy, port 7777 UDP app version, matchmaker config, and fixes for NGO pitfalls: host-only logic, connection payloads and approval, UnityTransport needing an IP, client-only code on the server, Relay leftovers. Use when an NGO dev wants online play: "host my NGO game", "nobody should host", "replace Unity Relay or Multiplay", "Boss Room on Edgegap", "Find Match button", or debugs NGO deployments, ports or matchmaking. Mirror or WebGL-first games: edgegap-unity. FishNet: edgegap-fishnet. PurrNet: edgegap-pur

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edgegap-server-design

设计与内容创作

Design an authoritative dedicated game server that fits per-match hosting on Edgegap: who owns the game state, the deployment lifecycle (boot, read injected env vars, bind a fixed port on 0.0.0.0, accept players, self-stop at match end, drain on SIGTERM), logging, and what never goes in the server. Use whenever adding online multiplayer to a game, converting a host/client, listen-server or peer-to-peer game to dedicated servers, or when someone asks about netcode architecture, authoritative servers, match lifecycle, tick rate, cheat prevention or how a game server should behave on Edgegap. Engine-agnostic (Unreal, Godot, Node, custom engines); apply it before containerizing. Unity projects get the same rules, already applied, from edgegap-unity.

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edgegap-troubleshoot

设计与内容创作

Diagnose why a game server on Edgegap will not start, keeps restarting, stops early, or cannot be reached, for any engine: image push and pull failures (401, 403, 424 "unable to pull image"), exec format errors, 422 couldn't allocate, Error deployments, crash loops and OOM kills, 100% CPU, deployments stopping after 60 minutes or 24 hours, missing logs, clients timing out or failing to connect (internal vs external port, protocol, 0.0.0.0 binding, wss and TLS Upgrade), and matchmaker players stuck searching. Use when someone says their Edgegap deployment, server or matchmaking "isn't working", or pastes an Edgegap error. Unity-specific build and SDK issues are in edgegap-unity.

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editor

设计与内容创作

Turn raw footage into a finished edit in a specific genre/format — montage, documentary, tutorial, news, workshop, vlog, trailer, explainer. Use whenever the user wants the video "edited into a X", asks "what style should this be / what would make a good X", or hands over raw footage without spelling out every cut. This is the director: it understands the footage first, picks a treatment, then composes the other skills (edl-edit, cutting-rhythm, filler-removal, captions, reframe-social, video-transitions, video-overlay, audio-edit, color-grade, remotion-graphics, grok-video-edit) to execute it.

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editor-apprentice

设计与内容创作

Turns Claude into a video editor's apprentice. Claude asks the editor to teach it how they work with each client, splits that workflow into stages, works the stages the editor hands over (one at a time, under their corrections), learns from their final cut, and writes everything into an editor skill plus one skill per client. Works with any editing or motion app (Premiere Pro, After Effects, DaVinci Resolve, Final Cut Pro, CapCut and others) through project files, scripting, MCP servers or computer use, in any language. Use it whenever a video editor, montage editor, motion designer or مونتير wants to teach Claude their workflow, onboard a new client or channel, start or continue an episode or project for a client, compare their final cut with Claude's work, or build/update a skill for a client or for themselves — even if they never say "skill" or "apprentice".

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edl-edit

设计与内容创作

Build a multi-clip edit as an auditable JSON "edit decision list" (EDL) — a list of clips with source/in/out and a written rationale per pick — that one command renders to a finished video. Use whenever you're stitching several cuts/takes/segments into one video and want the edit to be reviewable, diffable, and re-runnable instead of a throwaway ffmpeg filtergraph. Covers the schema, the rationale discipline, multicam cutaways, and verifying the output by re-transcribing it.

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egm-brainstorm

设计与内容创作

Interactive ideation and brainstorming skill for the Elephant & Goldfish Model (EGM). Helps turn half-baked concepts into structured hypotheses via clarifying questions, review, and iterative refinement. Produces an RFC summary for human review or more detailed design with egm-draft.

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egm-brainstorm

设计与内容创作

Interactive ideation and brainstorming skill for the Elephant & Goldfish Model (EGM). Helps turn half-baked concepts into structured hypotheses via clarifying questions, review, and iterative refinement. Produces an RFC summary for human review or more detailed design with egm-draft.

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engaging-survey

设计与内容创作

Design, review or rewrite a survey or questionnaire so busy people want to answer it AND the answers are worth having; stakeholder and partner surveys, user-needs assessments, post-workshop or kickoff follow-ups, customer and community feedback forms, Google Forms / Typeform / Qualtrics drafts. Use whenever someone shares a survey draft, asks to "make this survey better / shorter / less boring / more engaging", asks what questions to put to users or partners, is turning a meeting or kickoff into a follow-up form, or calls a questionnaire long, dry, or a slog; even if they never say "survey" (e.g. "what should we ask the working groups", "draft the form for the stakeholders"). Not for bias-only wording audits of a finished instrument (a linter does that) or for interview guides alone.

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enhance-prompt

设计与内容创作

将模糊的 UI 想法转成精致、针对 Stitch 优化的提示词。提高具体程度,加入 UI/UX 关键词、设计系统上下文,并结构化输出以改善生成结果。

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epic-design

设计与内容创作

适用于任何应具有电影感(视差、滚动叙事、重叠区块、文字显现、Apple 风格动画)的落地页、首屏区域或滚动驱动的网页设计,在编码之前使用。用 inspect-assets.py 检查素材,然后用 45 种以上 2.5D 技术构建,不使用 WebGL。

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esm

设计与内容创作

面向蛋白质语言模型的综合工具包,包括ESM3(跨序列、结构和功能的生成式多模态蛋白质设计)和ESM C(高效的蛋白质嵌入与表示)。适用于处理蛋白质序列、结构或功能预测;设计新蛋白质;生成蛋白质嵌入;执行逆向折叠;或开展蛋白质工程任务。支持本地模型使用和基于云的Forge API以实现可扩展推理。

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evai

设计与内容创作

短视频智能:你的 TikTok、Reels 和 Shorts 数据、报告、Studio 和实时编辑器。

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evaluation-independence

设计与内容创作

Use when a result could be contaminated because the thing being judged had contact with its own answer key. Fires on: an eval or test suite that keeps passing and feels suspiciously circular, and you want to know if it's testing anything real; being tempted to peek at a held-out or test set "just to calibrate" a threshold or rubric; scoring a model's output using that same model's own prior generations as the answer key; having written the reference, gold, or expected answers yourself and now also judging against them; or assembling training/design data alongside eval data in the same pass with no wall between them. This governs the standing, project-wide separation between what builds a thing and what grades it — not a single judging session. Not for blinding one head-to-head comparison at judging time (use blind-evaluation), and not for defining what counts as admissible in the first place (use validity-floors).

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event-sourcing-architect

设计与内容创作

Expert in event sourcing, CQRS, and event-driven architecture patterns. Masters event store design, projection building, saga orchestration, and eventual consistency patterns. Use PROACTIVELY for event-sourced systems, audit trail requirements, or complex domain modeling with temporal queries.

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excalidraw

设计与内容创作

适用于处理 *.excalidraw 或 *.excalidraw.json 文件、用户提到图表/流程图,或请求架构可视化时——将所有 Excalidraw 操作委托给子智能体,以避免冗长 JSON 导致上下文耗尽(单个文件为 4k-22k 词元,可能超出读取上限)。

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explain-why

设计与内容创作

Find out why code or infrastructure is the way it is (a design choice, a threshold, a workaround, or a regression) from git history, GitHub PRs and issues, ADRs, phase docs, CHANGELOG, CLAUDE.md/AGENTS.md, and memory, and report each claim at a stated confidence (found, inferred, unknown) with a citation. Read-only. A Sonnet digger works the git and PR history. Before a change, it ends with a Preserve / Change / Avoid / Risk set. Triggers on "/explain-why", "why does X work this way", "why did we pick Y", "where did this number come from", or "is it safe to remove this". Optional leading level. Use explain-how for runtime behavior.

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factory-environment-maintenance

设计与内容创作

Review Software Factory failures across GitHub, GitLab, Jira, and Bitbucket bindings; propose and verify repository runner image or sandbox configuration repairs. Use for periodic admin maintenance or repeated needs-human outcomes.

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factory-environment-maintenance

设计与内容创作

Review Software Factory failures across GitHub, GitLab, Jira, and Bitbucket bindings; propose and verify repository runner image or sandbox configuration repairs. Use for periodic admin maintenance or repeated needs-human outcomes.

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factory-environment-setup

设计与内容创作

Plan, review, build, and deploy a repository-specific Software Factory sandbox image using repository history and verification requirements. Use during factory setup or when onboarding another repository.

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factory-environment-setup

设计与内容创作

Plan, review, build, and deploy a repository-specific Software Factory sandbox image using repository history and verification requirements. Use during factory setup or when onboarding another repository.

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fal-ai-media

设计与内容创作

通过 fal.ai MCP 统一生成图像、视频和音频。涵盖文本生成图像(Nano Banana)、文本/图像生成视频(Seedance、Kling、Veo 3)、文本转语音(CSM-1B)和视频生成音频(ThinkSound)。用户希望使用 AI 生成图像、视频或音频时使用。

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fal-ai-media

设计与内容创作

通过 fal.ai MCP 统一生成图像、视频和音频。涵盖文本生成图像(Nano Banana)、文本/图像生成视频(Seedance、Kling、Veo 3)、文本转语音(CSM-1B)和视频生成音频(ThinkSound)。用户希望使用 AI 生成图像、视频或音频时使用。

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fal.ai

设计与内容创作

Generate and edit images, video, audio and 3D with fal. Discover models and check prices.

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ferraus

设计与内容创作

Command-line audio workstation: stems, restoration, tuning, sheet music, mastering. JSON everywhere.

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figma

Figma

使用Figma MCP服务器从Figma获取设计上下文、截图、变量和资源,并将Figma节点转换为生产代码。当任务涉及Figma URL、节点ID、设计到代码的实现,或Figma MCP设置与故障排查时触发。

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figma

Figma

使用Figma MCP服务器从Figma获取设计上下文、截图、变量和资源,并将Figma节点转换为生产代码。当任务涉及Figma URL、节点ID、设计到代码的实现,或Figma MCP设置与故障排查时触发。

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使用Code Connect映射工具将Figma设计组件连接到代码组件。适用于用户说“code connect”、“将此组件连接到代码”、“映射此组件”、“将组件链接到代码”、“创建code connect映射”,或希望在Figma设计与代码实现之间建立映射时。如需通过`use_figma`写入画布,请使用`figma-use`。

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为用户代码库生成自定义设计系统规则。当用户说“创建设计系统规则”、“为我的项目生成规则”、“设置设计规则”、“自定义设计系统指南”,或希望为 Figma 到代码的工作流建立项目特定约定时使用。需要 Figma MCP 服务器连接。

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创建一个新的空白 Figma 文件。当用户想要创建新的 Figma 设计或 FigJam 文件,或需要在调用 use_figma 之前新建文件时使用。必要时通过 whoami 处理套餐解析。用法——/figma-create-new-file [editorType] [fileName](例如 /figma-create-new-file figjam My Whiteboard)

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