AI Ml AI agent skills
8,771 skills in the archive. Read a skill’s instructions or open its original repository.
Ordercli
by @spinabot
Foodora-only CLI for checking past orders and active order status (Deliveroo WIP).
Gifgrep
by @spinabot
Search GIF providers with CLI/TUI, download results, and extract stills/sheets.
Obsidian
by @spinabot
Work with Obsidian vaults (plain Markdown notes) and automate via obsidian-cli.
Session Logs
by @spinabot
Search and analyze your own session logs (older/parent conversations) using jq.
Gog
by @spinabot
Google Workspace CLI for Gmail, Calendar, Drive, Contacts, Sheets, and Docs.
Spotify Player
by @spinabot
Terminal Spotify playback/search via spogo (preferred) or spotify_player.
Blogwatcher
by @spinabot
Monitor blogs and RSS/Atom feeds for updates using the blogwatcher CLI.
Nano Pdf
by @spinabot
Edit PDFs with natural-language instructions using the nano-pdf CLI.
Eightctl
by @spinabot
Control Eight Sleep pods (status, temperature, alarms, schedules).
Notion
by @spinabot
Notion API for creating and managing pages, databases, and blocks.
Trello
by @spinabot
Manage Trello boards, lists, and cards via the Trello REST API.
Blucli
by @spinabot
BluOS CLI (blu) for discovery, playback, grouping, and volume.
Sonoscli
by @spinabot
Control Sonos speakers (discover/status/play/volume/group).
Openhue
by @spinabot
Control Philips Hue lights and scenes via the OpenHue CLI.
Gemini
by @spinabot
Gemini CLI for one-shot Q&A, summaries, and generation.
Openai Whisper
by @spinabot
Local speech-to-text with the Whisper CLI (no API key).
Bear Notes
by @spinabot
Create, search, and manage Bear notes via grizzly CLI.
Peekaboo
by @spinabot
Capture and automate macOS UI with the Peekaboo CLI.
Voice Call
by @spinabot
Start voice calls via the Brigade voice-call plugin.
Discord
by @spinabot
Discord ops via the message tool (channel=discord).
Camsnap
by @spinabot
Capture frames or clips from RTSP/ONVIF cameras.
Sag
by @spinabot
ElevenLabs text-to-speech with mac-style say UX.
Anakinscraper
by @Anakin-Inc
Scrape any website into clean markdown or structured JSON. Anti-detect browser, smart proxy rotation, AI-powered data extraction.
Unity Skill Create
by @IvanMurzak
Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with…
Gameobject Component Modify
by @IvanMurzak
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect…
Script Update Or Create
by @IvanMurzak
Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and…
Gameobject Modify
by @IvanMurzak
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces…
Screenshot Isolated
by @IvanMurzak
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a…
Package Remove
by @IvanMurzak
Uninstall a UPM package from the Unity project. Modifies `manifest.json` and may trigger a domain reload — the final result is delivered after the reload via the request's `requestId`. Built-in packages and packages that are…
Assets Modify
by @IvanMurzak
Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification…
Tests Run
by @IvanMurzak
Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts…
Package Add
by @IvanMurzak
Install a Unity package from the registry, a Git URL, or a local path. Modifies `manifest.json` and triggers package resolution; may also trigger a domain reload — the final result is delivered after the reload via the request's…
Gameobject Component Add
by @IvanMurzak
Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and…
Assets Shader Get Data
by @IvanMurzak
Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or…
Assets Prefab Create
by @IvanMurzak
Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use…
Package Search
by @IvanMurzak
Search Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string. Returns available versions and installation status. Online mode fetches exact matches from the live registry then…
Scene Get Data
by @IvanMurzak
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use…
Screenshot Game View
by @IvanMurzak
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always…
Gameobject Component Get
by @IvanMurzak
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use…
Type Get Json Schema
by @IvanMurzak
Generate a JSON Schema for a C# type name via reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. Knobs control inclusion of nested `$defs` and whether type-level /…
Unity Tool List
by @IvanMurzak
List all Unity-MCP tools registered in the connected Unity Editor instance. Optional regex filter matches against tool name, description, and argument names/descriptions. Use the `includeDescription` / `includeInputs` toggles to…
Editor Selection Get
by @IvanMurzak
Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to…
Package List
by @IvanMurzak
List all UPM packages installed in the Unity project — name, version, source, description. Optionally filter by source (registry, embedded, local, git, built-in, local tarball), by name/display/description substring, and by…
Assets Create Folder
by @IvanMurzak
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the…
Gameobject Find
by @IvanMurzak
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via…
Gameobject Set Parent
by @IvanMurzak
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the…
Reflection Method Call
by @IvanMurzak
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread /…
Unity Skill Generate
by @IvanMurzak
Regenerate every `SKILL.md` from the project's currently-registered MCP tools into the configured skills folder (or a project-relative override path). Writes the YAML `description:` from `[AiSkillDescription]` and the body from…
Script Delete
by @IvanMurzak
Delete one or more `.cs` script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's `requestId`. Pair with 'script-read' to inspect files…
Screenshot Camera
by @IvanMurzak
Capture a screenshot from a Unity `Camera` and return it as a PNG image for direct LLM inspection. Falls back to `Camera.main` (then any active camera) when `cameraRef` is null. Width and height are capped to keep response size…
Gameobject Create
by @IvanMurzak
Create a new GameObject in the currently opened Prefab or active Scene, optionally parented under another GameObject and pre-positioned. Pass `primitiveType` to spawn a Unity primitive (Cube, Sphere, etc.) instead of an empty…
Object Modify
by @IvanMurzak
Modify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modification surfaces are available (`objectDiff`, `pathPatches`, `jsonPatch`) — see the skill body. Use 'object-get-data' first to inspect the object…
Assets Refresh
by @IvanMurzak
Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when…
Gameobject Component List All
by @IvanMurzak
List the fully-qualified C# type names of every concrete `UnityEngine.Component` subclass available in the project. Paginated (default 5/page, max 500). Use this to find a valid `componentName` for 'gameobject-component-add'.
Gameobject Destroy
by @IvanMurzak
Destroy a GameObject (and all nested children) in the currently opened Prefab or active Scene. Returns the destroyed GameObject's name, path, and instance ID for confirmation. Use 'gameobject-find' to locate the target first.
Editor Selection Set
by @IvanMurzak
Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.
Object Get Data
by @IvanMurzak
Get serialized data for a Unity `UnityEngine.Object` — all serializable fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Pair with 'object-modify' when you need to write back.
Tool Set Enabled State
by @IvanMurzak
Enable or disable MCP tools by name in batch. Persists the change via `UnityMcpPluginEditor.Instance.Save()` only when at least one tool actually flipped. Returns per-input success flags plus optional operation logs.
Assets Find
by @IvanMurzak
Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax.
Script Execute
by @IvanMurzak
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
Unity Version Split
by @IvanMurzak
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
Gameobject Component Destroy
by @IvanMurzak
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
Scene Save
by @IvanMurzak
Save an opened scene back to its asset file (or to a new path when `path` is provided). When `openedSceneName` is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.
Unity Initial Setup
by @IvanMurzak
Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.
Assets Get Data
by @IvanMurzak
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first.
Assets Material Create
by @IvanMurzak
Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid `shaderName`.
Assets Prefab Open
by @IvanMurzak
Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.
Profiler Enable Module
by @IvanMurzak
Toggle the wrapper's local 'enabled' flag for a named profiler module. Bookkeeping only — Unity's runtime API does not expose direct module control; for real module visibility use the Profiler window.
Scene Set Active
by @IvanMurzak
Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.
Gameobject Duplicate
by @IvanMurzak
Duplicate a batch of GameObjects in the currently opened Prefab or active Scene. Marks each affected scene as dirty after duplication. Use 'gameobject-find' to locate the source GameObjects first.
Assets Prefab Instantiate
by @IvanMurzak
Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.
Assets Find Built In
by @IvanMurzak
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
Reflection Method Find
by @IvanMurzak
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized `MethodData` entries usable as schemas for 'reflection-method-call'.
Screenshot Scene View
by @IvanMurzak
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.
Editor Application Set State
by @IvanMurzak
Start / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first. Throws if the project currently has compilation errors.
Script Read
by @IvanMurzak
Read a `.cs` script file and return its content as a string. Supports a 1-based `lineFrom`/`lineTo` slice for partial reads. Pair with 'script-update-or-create' to write back.
Assets Prefab Close
by @IvanMurzak
Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.
Console Clear Logs
by @IvanMurzak
Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.
Console Get Logs
by @IvanMurzak
Retrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
Ping
by @IvanMurzak
Lightweight readiness probe. Returns the input `message` echoed back, or `'pong'` when omitted. Useful for CLI health checks and SignalR connectivity smoke tests.
Scene List Opened
by @IvanMurzak
List every scene currently opened in the Unity Editor as a shallow snapshot (name, path, build flags). Use 'scene-get-data' for the deep view of a specific scene.
Assets Prefab Save
by @IvanMurzak
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.
Scene Open
by @IvanMurzak
Open a Unity scene asset in Single or Additive mode. Returns the post-open list of all opened scenes. Use 'assets-find' to locate the scene asset first.
Scene Unload
by @IvanMurzak
Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.
Profiler Start
by @IvanMurzak
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
Assets Shader List All
by @IvanMurzak
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid `shaderName` for 'assets-material-create'.
Assets Copy
by @IvanMurzak
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Profiler Capture Frame
by @IvanMurzak
Capture the current frame's timing info (delta time, FPS, frame counts, runtime). Snapshot only — historical frames live in Unity's Profiler window.
Profiler Get Rendering Stats
by @IvanMurzak
Return current frame timing, FPS, vsync, target frame rate, threading mode, and graphics device type from Unity Time / QualitySettings / SystemInfo.
Scene Create
by @IvanMurzak
Create a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
Profiler Save Data
by @IvanMurzak
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
Assets Move
by @IvanMurzak
Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Assets Delete
by @IvanMurzak
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Profiler Clear Data
by @IvanMurzak
Discard all frames currently held by the Editor Profiler (UnityEditorInternal.ProfilerDriver.ClearAllFrames). Cannot be undone.
Profiler Get Memory Stats
by @IvanMurzak
Return memory statistics snapshot from UnityEngine.Profiling.Profiler — reserved, allocated, mono heap, graphics, etc. (in MB).
Editor Application Get State
by @IvanMurzak
Return the current state of `UnityEditor.EditorApplication` — playmode, paused state, compilation state, and related flags.
Profiler Get Script Stats
by @IvanMurzak
Return script execution timing (frame time, fixed dt, time scale, frame count, runtime) plus Mono / GC memory usage in MB.
Profiler Get Status
by @IvanMurzak
Return the Unity profiler's current enabled state, active modules, max-used memory, and platform support flag. Read-only.
Profiler Stop
by @IvanMurzak
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.
Profiler Load Data
by @IvanMurzak
Read back a previously-saved JSON snapshot from `profiler-save-data` and return its raw text.