[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6KH3MYZAF619YP6T4K8G09Y":3,"skill-same:01M6KH3MYZAF619YP6T4K8G09Y":61},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":31,"linkOnly":32,"markdownContent":33,"markdownBody":34,"frontMatter":35,"refName":39,"commitSha":40,"skillDirectory":41,"forksCount":42,"repositoryHtmlUrl":43,"repositoryHomepageUrl":6,"ownerHtmlUrl":44,"ownerBlogUrl":6,"ownerDescription":45,"updatedAt":46,"install":47,"resources":60},"01M6KH3MYZAF619YP6T4K8G09Y","incompatible_platform",null,"Skill fixture with platform metadata incompatible with Linux\u002FWSL environments where the team runs.","dyCuong03\u002Funity-agent-team","dyCuong03","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F137050365?v=4","01M6KFXC85HQHXZJC2VC1KY6EZ","CuongND","01M6KFXCCHP6CD5MTA8NECJC36",8,"MIT","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fincompatible_platform\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30],"platform","incompatible platform","linux","windows","metadata","powershell","team","only","fixture","with","environments","skill fixture","2026-11-10 10:12:30",false,"---\nname: incompatible_platform\ndescription: Skill fixture with platform metadata incompatible with Linux\u002FWSL environments where the team runs.\nplatform: windows-only\nrequires: win32api\nshell: powershell\nunity_min_version: \"2019.1\"\n---\n\n# Incompatible Platform Skill\n\nThis skill requires Windows-only components and an old Unity version.\n\n```powershell\n# Windows-only path separator\n$path = \"C:\\Users\\Agent\\skills\"\n[System.IO.Path]::Combine(\"C:\\Unity\", \"skill.exe\")\n```\n","# Incompatible Platform Skill\n\nThis skill requires Windows-only components and an old Unity version.\n\n```powershell\n# Windows-only path separator\n$path = \"C:\\Users\\Agent\\skills\"\n[System.IO.Path]::Combine(\"C:\\Unity\", \"skill.exe\")\n```\n",{"name":5,"shell":24,"platform":36,"requires":37,"description":7,"unity_min_version":38},"windows-only","win32api","2019.1","main","fe4746b9f07e6c7c2b6d3932002183af9b9f6fa2","tests\u002Ffixtures\u002Fincompatible_platform",0,"https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team","https:\u002F\u002Fgithub.com\u002FdyCuong03","Game developer","2026-07-25 22:22:25",{"source":8,"skillName":5,"commands":48,"prompt":58,"zipAvailable":59},[49,52,55],{"tool":50,"command":51},"npx","npx skills add dyCuong03\u002Funity-agent-team --skill incompatible_platform",{"tool":53,"command":54},"bunx","bunx skills add dyCuong03\u002Funity-agent-team --skill incompatible_platform",{"tool":56,"command":57},"pnpm","pnpm dlx skills add dyCuong03\u002Funity-agent-team --skill incompatible_platform","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fincompatible_platform\u002FSKILL.md",true,[],[62,87,110,135,155,176],{"skillNo":63,"name":64,"nameZh":6,"description":65,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":66,"categories":67,"keywords":68,"publishedAt":31},"01M6KH55FFS00ET877QSMRYGX4","dots-update-groups","How to choose the right ECS system group and ordering so per-frame and per-fixed-step work is deterministic and never races its own readers. Covers InitializationSystemGroup \u002F SimulationSystemGroup \u002F PresentationSystemGroup \u002F FixedStepSimulationSystemGroup \u002F VariableRateSimulationSystemGroup, UpdateBefore \u002F UpdateAfter peer ordering, OrderFirst \u002F OrderLast group-boundary placement, RateManager, and the cross-group ordering trap. Use when adding an ISystem, fixing \"value visible one frame late\" bugs, or coupling simulation to a fixed timestep.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-update-groups\u002FSKILL.md",[],[69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86],"update","dots update groups","boundary","simulation","how","system","choose","work","use","never","peer","deterministic","how to","coupling","ecs","bugs","frame","value",{"skillNo":88,"name":89,"nameZh":6,"description":90,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":91,"categories":92,"keywords":93,"publishedAt":31},"01M6KH50PWYEFQDCGYBZ0326F1","dots-transform-patterns","The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent\u002FChild hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent\u002Fchild hierarchies, runtime reparenting (mount\u002Fdismount\u002Fsocket), or choosing transform components at the Baker boundary.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-transform-patterns\u002FSKILL.md",[],[94,95,96,97,71,74,98,99,77,100,101,102,103,28,104,105,106,107,108,109],"patterns","transform","dots transform patterns","components","mount","model","cost","runtime","systems","input","matrix","socket","at","child","custom","hierarchy",{"skillNo":111,"name":112,"nameZh":6,"description":113,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":114,"categories":115,"keywords":121,"publishedAt":31},"01M6KH4VW4MA14DQW4KQYPFT0S","dots-singleton-patterns","Model cross-system shared configuration and game state as a single-entity component with a strict single-writer contract. Covers RequireForUpdate gating, SystemAPI.GetSingleton \u002F GetSingletonRW \u002F HasSingleton \u002F TryGetSingleton, bake-time vs runtime-created vs ECB-system singletons, the \"exactly one entity\" runtime invariant, and the single-writer rule. Use when designing frame-stable global config, shared mutable state, or any component intended to exist on exactly one entity.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-singleton-patterns\u002FSKILL.md",[116],{"categoryNo":117,"categoryName":118,"taxonomyType":119,"taxonomyTypeDesc":120},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[94,122,123,124,125,126,127,74,99,77,128,129,130,101,131,132,28,85,133,134],"singleton","dots singleton patterns","component","config","state","game","writer","time","shared","contract","as","ecb","gating",{"skillNo":136,"name":137,"nameZh":6,"description":138,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":139,"categories":140,"keywords":141,"publishedAt":31},"01M6KH4PR076AYNDZHD63HHWX6","dots-hybrid-bridge","The one-way bridge between DOTS-owned runtime state and Unity-owned presentation. Covers UnityObjectRef for managed asset refs in components, the DOTS-writes \u002F Unity-reads ownership rule, when to use managed IComponentData vs UnityObjectRef vs CompanionComponent, baker-bridge vs runtime-bridge, and SubScene boundary rules. Use when an entity must reference Unity assets (Mesh, Material, AudioClip, ScriptableObject), a MonoBehaviour view must read entity state, or input\u002FUI must trigger ECS work.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-hybrid-bridge\u002FSKILL.md",[],[142,143,144,145,97,126,71,146,147,76,148,149,77,101,150,151,103,152,153,154],"bridge","hybrid","dots hybrid bridge","mesh","assets","Rules","read","view","trigger","unity","material","for","managed",{"skillNo":156,"name":157,"nameZh":6,"description":158,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":159,"categories":160,"keywords":161,"publishedAt":31},"01M6KH4FGRQ9AP2ND5H5HX4D83","dots-event-driven-ecs","Model one-frame events and external requests in ECS without dual ownership, polling, or persistent state leaks. Covers request-tag pattern with ECB, enableable command components (no structural change), event buffers (IBufferElementData), explicit consumer ownership, one-frame latency rules, and the banned C# event \u002F UnityEvent \u002F static bus anti-patterns. Use when input\u002FUI\u002Fnetwork must trigger ECS work, when a one-frame signal fans out to N consumers (damage, hit, collision), or when state changes must be processed exactly once.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-event-driven-ecs\u002FSKILL.md",[],[162,163,83,164,165,97,166,167,168,99,76,169,170,94,171,172,103,173,174,175],"event driven","driven","event","dots event driven ecs","change","ui","network","command","anti-patterns","pattern","structural","events","static","request",{"skillNo":177,"name":178,"nameZh":6,"description":179,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":180,"categories":181,"keywords":193,"publishedAt":31},"01M6KH4BWRGCEBJ8PKCKCSGT33","valid_skill","A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fvalid_skill\u002FSKILL.md",[182,187,190],{"categoryNo":183,"categoryName":184,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000007","代码审查","SCENARIO","使用场景",{"categoryNo":188,"categoryName":189,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":191,"categoryName":192,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000023","Skill与智能体开发",[194,195,196,197,198,199,200,201,202,203,204,205,27,206,151,207,153],"valid skill","valid","code review","testing","review","test","routing","code","validation","projects","fixture skill","task","basic","complete"]