[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6KH3VVQFRTRAF0GMT3TZBB1":3,"skill-same:01M6KH3VVQFRTRAF0GMT3TZBB1":47},{"skillNo":4,"name":5,"nameZh":6,"description":6,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":15,"categories":16,"keywords":17,"publishedAt":21,"linkOnly":22,"markdownContent":23,"markdownBody":23,"frontMatter":24,"refName":25,"commitSha":26,"skillDirectory":27,"forksCount":28,"repositoryHtmlUrl":29,"repositoryHomepageUrl":6,"ownerHtmlUrl":30,"ownerBlogUrl":6,"ownerDescription":31,"updatedAt":32,"install":33,"resources":46},"01M6KH3VVQFRTRAF0GMT3TZBB1","malformed_frontmatter",null,"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\u002Fmalformed_frontmatter\u002FSKILL.md",[],[18,19,20],"malformed","frontmatter","malformed frontmatter","2026-11-10 10:12:30",false,"---\nname: malformed_frontmatter\ndescription: This frontmatter is intentionally broken\n  because the YAML is invalid: missing closing ---\n  and has unbalanced quotes \"here\n",{},"main","fe4746b9f07e6c7c2b6d3932002183af9b9f6fa2","tests\u002Ffixtures\u002Fmalformed_frontmatter",0,"https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team","https:\u002F\u002Fgithub.com\u002FdyCuong03","Game developer","2026-07-25 22:22:25",{"source":7,"skillName":5,"commands":34,"prompt":44,"zipAvailable":45},[35,38,41],{"tool":36,"command":37},"npx","npx skills add dyCuong03\u002Funity-agent-team --skill malformed_frontmatter",{"tool":39,"command":40},"bunx","bunx skills add dyCuong03\u002Funity-agent-team --skill malformed_frontmatter",{"tool":42,"command":43},"pnpm","pnpm dlx skills add dyCuong03\u002Funity-agent-team --skill malformed_frontmatter","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fmalformed_frontmatter\u002FSKILL.md",true,[],[48,73,97,122,142,163],{"skillNo":49,"name":50,"nameZh":6,"description":51,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":52,"categories":53,"keywords":54,"publishedAt":21},"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",[],[55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72],"update","dots update groups","boundary","simulation","how","system","choose","work","use","never","peer","deterministic","how to","coupling","ecs","bugs","frame","value",{"skillNo":74,"name":75,"nameZh":6,"description":76,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":77,"categories":78,"keywords":79,"publishedAt":21},"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",[],[80,81,82,83,57,60,84,85,63,86,87,88,89,90,91,92,93,94,95,96],"patterns","transform","dots transform patterns","components","mount","model","cost","runtime","systems","input","with","matrix","socket","at","child","custom","hierarchy",{"skillNo":98,"name":99,"nameZh":6,"description":100,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":101,"categories":102,"keywords":108,"publishedAt":21},"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",[103],{"categoryNo":104,"categoryName":105,"taxonomyType":106,"taxonomyTypeDesc":107},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[80,109,110,111,112,113,114,60,85,63,115,116,117,87,118,119,90,71,120,121],"singleton","dots singleton patterns","component","config","state","game","writer","time","shared","contract","as","ecb","gating",{"skillNo":123,"name":124,"nameZh":6,"description":125,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":126,"categories":127,"keywords":128,"publishedAt":21},"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",[],[129,130,131,132,83,113,57,133,134,62,135,136,63,87,137,138,89,139,140,141],"bridge","hybrid","dots hybrid bridge","mesh","assets","Rules","read","view","trigger","unity","material","for","managed",{"skillNo":143,"name":144,"nameZh":6,"description":145,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":146,"categories":147,"keywords":148,"publishedAt":21},"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",[],[149,150,69,151,152,83,153,154,155,85,62,156,157,80,158,159,89,160,161,162],"event driven","driven","event","dots event driven ecs","change","ui","network","command","anti-patterns","pattern","structural","events","static","request",{"skillNo":164,"name":165,"nameZh":6,"description":166,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":167,"categories":168,"keywords":180,"publishedAt":21},"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",[169,174,177],{"categoryNo":170,"categoryName":171,"taxonomyType":172,"taxonomyTypeDesc":173},"01JBSEEDCAT000000000000007","代码审查","SCENARIO","使用场景",{"categoryNo":175,"categoryName":176,"taxonomyType":172,"taxonomyTypeDesc":173},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":178,"categoryName":179,"taxonomyType":172,"taxonomyTypeDesc":173},"01JBSEEDCAT000000000000023","Skill与智能体开发",[181,182,183,184,185,186,187,188,189,190,191,192,193,194,138,195,140],"valid skill","valid","code review","testing","review","test","routing","code","validation","projects","fixture skill","task","fixture","basic","complete"]