Executes a coding plan. Receives an explicit plan (file paths, changes, scope) and applies it, strictly following the project's coding principles. Does not re-plan, expand scope, or refactor unrelated code. Use after a planner has produced a concrete plan — delegate to this agent to perform the actual edits.
Performs disciplined web research with source-cited reporting. Prefers primary sources (official docs, RFCs, source code, standards bodies, academic papers) over secondary (recognized expert blogs) over tertiary (Stack Overflow, Reddit, AI summaries). Every factual claim cites the source it came from; anything not directly sourced is flagged as an inference. Use when the user asks to research a topic, gather information from the web, compile findings, verify a technical claim, or "what does X say about Y". Refuses to assert facts it cannot cite.
A concise, opinionated reference of C# / Unity / general engineering principles to follow when writing or reviewing code (readonly defaults, no-comment-if-code-explains, no LINQ in hot paths, server-authoritative networking, scale-aware design, anti-patterns to refuse). Use when the user asks about coding standards, style guide, best practices, how to write idiomatic C#, or "what rules should I follow here". Loaded automatically by the `coder` agent.
Generates a concise PR description for the current branch using a Why / What / Tested / Demo template (Conventional Commits title, auto-linked issues, UI-aware demo section). Use whenever the user asks to write a PR description, draft a PR, open a pull request, create a PR, summarize a branch for review, or asks "what should this PR say".
Builds the current Unity project from the command line for a target platform (Windows, Mac, WebGL, iOS, Android, Linux). Creates Assets/Editor/BuildScript.cs if it doesn't exist, invokes Unity in batch mode via -executeMethod, and reports build success or failure with the artifact path. Use when the user asks to build the Unity project, compile for Windows/Mac/WebGL/iOS/Android, do a release build, do a CI build, or "make a build".
Sets up Unity's Multiplayer Play Mode (MPPM) in the current project so the dev can test up to 4 instances at once from a single Editor — ideal for card games like Guandan. Installs the MPPM package, writes a Player Tag-aware bootstrap that auto-starts Host vs Client on Play (detects Mirror or Netcode for GameObjects), and documents the virtual-player setup. Use whenever the user asks to set up local multiplayer testing, run multiple Unity instances, test multiplayer locally, spin up multiple clients, set up MPPM, or test the game without separate machines.
Scaffolds a new empty Unity project at a given path via the command-line Editor, then patches Packages/manifest.json to add a render pipeline (URP / HDRP) and common dev packages (Input System, Test Framework). Use when the user asks to create a new Unity project, scaffold a Unity game, start a new Unity codebase, bootstrap a Unity project, or initialize a fresh Unity project.
Uses power tools
Uses Bash, Write, or Edit tools
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Sign in to claimBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
A personal collection of Claude Code skills and subagents, packaged as an installable plugin.
| Type | Name | What it does |
|---|---|---|
| Skill | /pr-description | Generates a concise PR description for the current branch (Why / What / Tested / Demo). Auto-triggers when you ask Claude to draft / write / open a PR. |
| Skill | /unity-local-multiplayer | Sets up Unity Multiplayer Play Mode (MPPM) in the current project for up to 4 local virtual players. Adds the package, writes a Player-Tag-aware bootstrap that auto-starts Host vs Client (Mirror or Netcode), documents the Editor steps. |
| Skill | /unity-test | Runs Unity Test Framework tests (EditMode/PlayMode) via batch CLI. Auto-detects Unity version, parses NUnit XML, reports pass/fail with failure details. |
| Skill | /unity-build | Builds the Unity project for Windows / Mac / WebGL / iOS / Android / Linux. Creates Assets/Editor/BuildScript.cs if missing. |
| Skill | /unity-new-project | Scaffolds a new empty Unity project, patches Packages/manifest.json with URP/HDRP/2D + Input System + Test Framework, writes a Unity .gitignore. |
| Skill | /coding-principles | Reference card of C# / Unity / general engineering principles. Auto-loaded into the coder agent; also invokable directly as a style-guide lookup. |
| Agent | coder | Executes a coding plan from a planner. Strictly follows the principles, refuses to expand scope or add abstractions the plan didn't ask for. Unity-aware: writes C# and Editor builder scripts for scene/UI changes; refuses to hand-edit .unity / .prefab YAML hierarchies. |
| Agent | researcher | Performs disciplined web research with source-cited reporting. Prefers primary sources, tags every claim with [Source] / [Inference] / [Conflict] / [Gap], and refuses to assert facts it cannot cite. |
Inside any Claude Code session, run:
/plugin marketplace add paologum/claude-skills
/plugin install claude-skills@claude-skills
/reload-plugins
That's it. Plugins persist across new sessions on the same machine.
To update later:
/plugin marketplace update claude-skills
/reload-plugins
Skills are auto-invoked when Claude recognizes your request — no slash needed:
"Write a PR description for this branch" → auto-triggers
/pr-description
Or invoke manually:
/pr-description # uses the default base branch
/pr-description develop # against a specific base branch
skills/<your-skill-name>/SKILL.md
The directory name becomes the slash command (/your-skill-name).
---
name: your-skill-name
description: One sentence on what it does + when Claude should auto-invoke it. Include phrases the user would naturally say.
allowed-tools: "Read Bash(git *) Grep"
argument-hint: "[optional-arg]"
---
The description is the single most important field. It's how Claude decides whether to auto-invoke. Write it so it includes the natural trigger phrases — e.g., "Use when the user asks to X, Y, or Z."
Common frontmatter fields:
| Field | Purpose |
|---|---|
name | Defaults to directory name. |
description | When Claude should use this skill. Required for auto-invocation. |
allowed-tools | Pre-approves tools — "Read Bash(git *) Grep" etc. |
argument-hint | Autocomplete hint shown in the / menu. |
model | sonnet, opus, haiku, or inherit. |
disable-model-invocation | true = manual-only (no auto-trigger). |
The markdown below the frontmatter is the instructions Claude follows when the skill runs.
Use the !`shell command` syntax to inject live context that runs before Claude sees the skill:
## Current diff
!`git diff HEAD`
## Task
Summarize the diff above...
See skills/pr-description/SKILL.md for a complete example.
Without committing, you can test against a live session:
claude --plugin-dir /Users/paologum/github
This loads your in-progress changes for that one session. Edit SKILL.md, then in the session run /reload-plugins to pick up changes.
git add skills/<your-skill-name>
git commit -m "Add /<your-skill-name> skill"
git push
Anyone with the plugin installed will get it after running /plugin marketplace update claude-skills + /reload-plugins.
Agents are subagents Claude delegates to via the Agent tool — useful for parallel work, isolated context, or specialized behavior.
agents/<your-agent-name>.md
(Single file, not a directory.)
npx claudepluginhub paologum/claude-skills --plugin claude-skillsUltra-compressed communication mode. Cuts ~75% of tokens while keeping full technical accuracy by speaking like a caveman.
Comprehensive UI/UX design plugin for mobile (iOS, Android, React Native) and web applications with design systems, accessibility, and modern patterns
Multi-model consensus engine integrating OpenAI Codex CLI, Gemini CLI, and Claude CLI for collaborative code review and problem-solving.
Curate auto-memory, promote learnings to CLAUDE.md and rules, extract proven patterns into reusable skills.