复制安装命令
用 Codex 或 Claude 安装复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它先审查 Skill 页面再帮你安装。
复制前请先查看来源、License 和安全提示。
Then, install the skills:
用 Codex 或 Claude 安装复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它先审查 Skill 页面再帮你安装。
复制前请先查看来源、License 和安全提示。
来源文件:README.md
/plugin marketplace add jeffallan/claude-skills
Then, install the skills:
/plugin install fullstack-dev-skills@jeffallan
For all installation methods and first steps, see the Quick Start Guide.
Full documentation: jeffallan.github.io/claude-skills
See Skills Guide for the full list, decision trees, and workflow combinations.
Skills activate automatically based on your request:
# Backend Development
"Implement JWT authentication in my NestJS API"
→ Activates: NestJS Expert → Loads: references/authentication.md
# Frontend Development
"Build a React component with Server Components"
→ Activates: React Expert → Loads: references/server-components.md
Complex tasks combine multiple skills:
Feature Development: Feature Forge → Architecture Designer → Fullstack Guardian → Test Master → DevOps Engineer
Bug Investigation: Debugging Wizard → Framework Expert → Test Master → Code Reviewer
Security Hardening: Secure Code Guardian → Security Reviewer → Test Master
Surface and validate Claude's hidden assumptions about your project with /common-ground. See the Common Ground Guide for full documentation.
The 9 workflow commands manage epics from discovery through retrospectives, integrating with Jira and Confluence. See Workflow Commands Reference for the full command reference and lifecycle diagrams.
[!TIP] Setup: Workflow commands require an Atlassian MCP server. See the Atlassian MCP Setup Guide.
/common-groundSee Contributing for guidelines on adding skills, writing references, and submitting pull requests.
See Changelog for full version history and release notes.
MIT License - See LICENSE file for details.
Built by jeffallan
Principal Consultant at Synergetic Solutions
Fullstack engineering, security engineering, compliance, and technical due diligence.
Built for Claude Code | 9 Workflows | 366 Reference Files | 66 Skills
name: game-developer
description: "Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance. Invoke to implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or apply game design patterns such as object pooling and state machines. Trigger keywords: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI."
license: MIT
metadata:
author: https://github.com/Jeffallan
version: "1.1.0"
domain: specialized
triggers: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI
role: specialist
scope: implementation
output-format: code
related-skills:Load detailed guidance based on context:
| Topic | Reference | Load When |
|---|---|---|
| Unity Development | references/unity-patterns.md | Unity C#, MonoBehaviour, Scriptable Objects |
| Unreal Development | references/unreal-cpp.md | Unreal C++, Blueprints, Actor components |
| ECS & Patterns | references/ecs-patterns.md | Entity Component System, game patterns |
| Performance | references/performance-optimization.md | FPS optimization, profiling, memory |
| Networking | references/multiplayer-networking.md | Multiplayer, client-server, lag compensation |
When implementing game features, provide:
public class ObjectPool<T> where T : Component
{
private readonly Queue<T> _pool = new();
private readonly T _prefab;
private readonly Transform _parent;
public ObjectPool(T prefab, int initialSize, Transform parent = null)
{
_prefab = prefab;
_parent = parent;
for (int i = 0; i < initialSize; i++)
Release(Create());
}
public T Get()
{
T obj = _pool.Count > 0 ? _pool.Dequeue() : Create();
obj.gameObject.SetActive(true);
return obj;
}
public void Release(T obj)
{
obj.gameObject.SetActive(false);
_pool.Enqueue(obj);
}
private T Create() => Object.Instantiate(_prefab, _parent);
}
public class PlayerController : MonoBehaviour
{
// Cache all component references in Awake — never call GetComponent in Update
private Rigidbody _rb;
private Animator _animator;
private PlayerInput _input;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
_animator = GetComponent<Animator>();
_input = GetComponent<PlayerInput>();
}
private void FixedUpdate()
{
// Use cached references; use deltaTime for frame-independence
Vector3 move = _input.MoveDirection * (speed * Time.fixedDeltaTime);
_rb.MovePosition(_rb.position + move);
}
}
public abstract class State
{
public abstract void Enter();
public abstract void Tick(float deltaTime);
public abstract void Exit();
}
public class StateMachine
{
private State _current;
public void TransitionTo(State next)
{
_current?.Exit();
_current = next;
_current.Enter();
}
public void Tick(float deltaTime) => _current?.Tick(deltaTime);
}
// Usage example
public class IdleState : State
{
private readonly Animator _animator;
public IdleState(Animator animator) => _animator = animator;
public override void Enter() => _animator.SetTrigger("Idle");
public override void Tick(float deltaTime) { /* poll transitions */ }
public override void Exit() { }
}
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