claude

kurotu-vrcquesttools

Install, remove, and manage VRChat VPM packages using vrc-get CLI tool. For VRChat developers managing dependencies, modular avatars, and SDK components.

0 on GitHubupdated 6 months agocode_languages
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Plugin kurotu-vrcquesttools from marketplace cascade-code-languages-misc-2 in joshuarweaver/cascade-code-languages-misc-2. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (25)

  • changelog

    Use this skill whenever you add, rewrite, translate, or review entries in `CHANGELOG.md` or `CHANGELOG_JP.md` — including \"update the changelog\", \"変更履歴に追記\", \"changelog に書いて\", finalizing the `[Unreleased]` section before a release, porting an entry between the English and Japanese files, or che

  • cognitive-rhythm-writing

    説明的な文章に緩急を設計するための規範。緩急を装飾ではなく認知モードの切替(観察→逡巡→断定→再観察)と未回収の緊張の管理として扱い、文の拍、段落の密度波形、節の入り方、緩みと駄文の判別、執筆後の機械的な点検手順を定める。読み物として読ませたい章・記事・解説文を生成するとき、または「密度はあるが平坦でおもしろくない」文章を診断・修正するときに使用する。

  • docs-screenshots

    Re-capture or resize VRCQuestTools documentation screenshots (Website/static/img/*.png), produced by the Tools/VRCQuestTools/Debug/Screenshots menu, after a Unity Inspector/EditorWindow field, default value, or layout changes, or when adding a brand-new capture target. Use whenever a component gains

  • docs-website

    Use this skill FIRST for any task whose output lives in the `Website/` directory — the VRCQuestTools user manual / docs site (Docusaurus, bilingual en/ja). That means: editing or writing any manual page (intro.md, tutorial, component reference pages like \"Avatar Converter Settings\", menu reference

  • japanese-tech-writing

    日本語の技術文書・書籍原稿の文章規範。整形(一文一行、引用ブロック、脚注、コラム記法)、段落と論証の構成(パラグラフライティング)、論証の厳密さ(ツッコミどころの除去)、読み手の負荷の管理、視点と語り、演出の抑制、LLM っぽい空句の禁止、冗長の排除を定める。日本語で技術書の章、草稿、記事、解説文を書くとき、または推敲・リライトするときに使用する。

  • ndmf-plugin-builder

    Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials, rewriting AnimatorController/animation-clip references, adding or removing components) without touching the so

  • uloop-clear-console

    Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.

  • uloop-compile

    Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.

  • uloop-control-play-mode

    Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.

  • uloop-execute-dynamic-code

    Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.

  • uloop-find-game-objects

    Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.

  • uloop-focus-window

    Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.

  • uloop-get-hierarchy

    Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.

  • uloop-get-logs

    Read current Unity Console entries from a running Editor. Use during bug investigation after compile, tests, PlayMode, or dynamic code to inspect logs, warnings, errors, and stack traces.

  • uloop-launch

    Use when Unity Editor is not running or needs a clean restart.

  • uloop-record-input

    Record PlayMode keyboard and mouse input to JSON. Use to capture gameplay, bug repro, or E2E input sequences for replay.

  • uloop-replay-input

    Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.

  • uloop-run-tests

    Run Unity Test Runner and report detailed results. Use for EditMode/PlayMode tests, change verification, or failure diagnosis.

  • uloop-screenshot

    Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.

  • uloop-simulate-keyboard

    Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds, releases, and game controls such as WASD or Space.

  • uloop-simulate-mouse-input

    Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay clicks, mouse delta, or scroll; use simulate-mouse-ui for EventSystem UI elements.

  • uloop-simulate-mouse-ui

    Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.

  • unity-editor-driver-e2e

    Implement E2E tests for Unity Editor extensions (EditorWindow and custom Inspector) using the unity-editor-driver framework in this repository. Use this skill whenever you need to write, fix, or extend EditMode E2E tests that interact with editor UI controls — even if the request only mentions "test

  • vrc-get

    Install, remove, and manage VRChat VPM packages using the vrc-get CLI. Use this skill whenever the user wants to install or add VPM packages (e.g. NDMF, lilToon, Modular Avatar, Avatar Optimizer, VRChat SDK), search for packages, manage VPM repositories, resolve Unity project dependencies, or run an

  • worktree-setup

    Use this skill FIRST, before anything else, whenever work is about to happen in a brand-new VRCQuestTools checkout — right after `git clone` or `git worktree add`, or when the user mentions a fresh/new worktree, clone, or checkout and wants to launch Unity, run EditMode/PlayMode tests, or build ther

View source on GitHub

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