Golemui
golemui/golemui
Build, validate, and debug GolemUI forms in React, Angular, Vue, Lit, or vanilla JS.
A skill your agent uses when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components —…
$ npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install DRincs-Productions/pixi-vn pixi-vn-ui --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/DRincs-Productions/pixi-vn.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ui .claude/skills/pixi-vn-ui && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "pixi-vn-ui" agent skill from https://github.com/DRincs-Productions/pixi-vn/tree/main/skills/ui into .claude/skills/pixi-vn-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixi-vn-ui", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/DRincs-Productions/pixi-vn/tree/main/skills/uiType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install DRincs-Productions/pixi-vn pixi-vn-ui --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DRincs-Productions/pixi-vn.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/ui .agents/skills/pixi-vn-ui && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "pixi-vn-ui" agent skill from https://github.com/DRincs-Productions/pixi-vn/tree/main/skills/ui into .agents/skills/pixi-vn-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixi-vn-ui", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install DRincs-Productions/pixi-vn pixi-vn-ui --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DRincs-Productions/pixi-vn.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/ui .cursor/skills/pixi-vn-ui && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "pixi-vn-ui" agent skill from https://github.com/DRincs-Productions/pixi-vn/tree/main/skills/ui into .cursor/skills/pixi-vn-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixi-vn-ui", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/DRincs-Productions/pixi-vn.git --path skills/ui--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install DRincs-Productions/pixi-vn pixi-vn-ui --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DRincs-Productions/pixi-vn.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/ui .gemini/skills/pixi-vn-ui && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "pixi-vn-ui" agent skill from https://github.com/DRincs-Productions/pixi-vn/tree/main/skills/ui into .gemini/skills/pixi-vn-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixi-vn-ui", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install DRincs-Productions/pixi-vn pixi-vn-uiInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/DRincs-Productions/pixi-vn.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/ui .github/skills/pixi-vn-ui && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "pixi-vn-ui" agent skill from https://github.com/DRincs-Productions/pixi-vn/tree/main/skills/ui into .github/skills/pixi-vn-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixi-vn-ui", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install DRincs-Productions/pixi-vn pixi-vn-ui --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DRincs-Productions/pixi-vn.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/ui .opencode/skills/pixi-vn-ui && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "pixi-vn-ui" agent skill from https://github.com/DRincs-Productions/pixi-vn/tree/main/skills/ui into .opencode/skills/pixi-vn-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixi-vn-ui", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
pixi-vn-uiA skill your agent uses when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components —…
Pixi Vn UI is an agent skill from DRincs-Productions/pixi-vn. Use when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components — mounting HTML or PixiJS UI layers over the canvas, navigating between UI screens/routes, theming a shadcn/ui-based template, and connecting UI components to game storage/settings. Covers canvas.htmlLayers.add/get/remove and the PixiJS-only layer helpers canvas.layers.add/get/remove.
Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `pixijs.md`).
It sits in Frontend & Design, covering Theming and dark mode. It works with React, Vue.js, shadcn/ui and JavaScript. The repository describes itself as: Create visual novels with a modern 2D rendering engine and your favorite JavaScript framework.
Read from SKILL.md and the folder at commit 01c19cb. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
gonpmFrom the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
pixi-vn.comtanstack.comui.shadcn.comtweakcn.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Pixi Vn UI loads about 3.8k tokens when it runs. Until then it costs about 119 tokens; SKILL.md has 1,505 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from DRincs-Productions/pixi-vn at commit 01c19cb, republished under its LGPL-2.1 licence (© DRincs-Productions). 1,505 words, ~3,764 tokens.
.claude/skills/pixi-vn-ui/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Pixi’VN does not ship its own UI components (buttons, menus, forms, HUD). Instead of reinventing what already exists in the JavaScript ecosystem, it lets a project use any external framework (React, Vue, ...) — or plain PixiJS — to build the UI, and just provides the plumbing to mount that UI on top of the canvas and keep it in sync with game data. Official docs: pixi-vn.com/start/interface.
Because the UI is built with standard, widely-used frameworks rather than a proprietary system, AI coding assistants already know these tools well — this is a deliberate design choice, not just a missing feature.
Load this skill whenever a task involves:
For the rendering primitives the UI sits on top of (images, sprites, text, transitions), see
pixi-vn-canvas. For building UI screens purely out of PixiJS components (no HTML framework), see
pixijs.md in this same skill folder.
The UI and the canvas are two distinct, independent systems:
pixi-vn-storage/pixi-vn-saves. The UI's current state
is never included; you must persist whatever UI state matters yourself, into
game storage or browser storage (see "Connecting UI to game
data" below).Container, Sprite, ImageSprite, Text, ...). The UI layer can
hold any HTML/PixiJS component or any UI component library, so it's where the actual interface
complexity (forms, animations, component libraries) belongs.An HTML UI Layer is a <div> added above the PixiJS canvas, sized and positioned to match it —
this is how a React/Vue (or any DOM-based) UI gets mounted on top of the game.
const root = document.getElementById("root");
if (!root) {
throw new Error("root element not found");
}
const htmlLayer = canvas.htmlLayers.add("ui", root, {
position: "absolute",
pointerEvents: "none",
userSelect: "none",
});
// createRoot(htmlLayer).render(<App />)<!doctype html>
<html lang="en">
<body>
<div id="root"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>canvas.htmlLayers.add(id, element, style?) creates the layer and returns the HTMLDivElement
to render into. style is Partial<Pick<CSSStyleDeclaration, "position" | "pointerEvents" | "userSelect">>, defaulting to { position: "absolute", pointerEvents: "none", userSelect: "none" }.canvas.htmlLayers.get(id) returns the layer's HTMLElement | undefined.canvas.htmlLayers.remove(id) removes it.Enabling interaction: every HTML UI layer defaults to pointer-events: none, so by default none
of its elements intercept mouse/touch — the PixiJS canvas gets all events. This matters when you
want an image/video on the canvas to receive clicks/taps unobstructed by an overlay. Set
pointer-events: auto explicitly, and only, on the components that must be interactive:
export default function NextButton() {
return <button style={{ pointerEvents: "auto" }}>Next</button>;
}@layer components {
[data-slot="button"],
[data-slot="card"],
[data-slot="toggle"] {
pointer-events: auto;
}
}You can also build a UI screen directly out of PixiJS components (no HTML framework at all), or mix
PixiJS components into an HTML-based UI. This uses a PixiJS UI Layer — a plain PixiJS
Container attached directly to the PixiJS stage, outside the save-able canvas.gameLayer — via
canvas.layers.add/get/remove. See pixijs.md in this skill folder for the full
API, the differences from gameLayer, combining PixiJS and HTML layers, and recommended component
libraries (PixiUI, PixiLayout).
The API above is library-level; here's one concrete way it's used in practice, from the official
"TS narration + React" template (what npm create pixi-vn@latest scaffolds) at src/main.tsx /
src/constants.ts. This is the template's convention, not a library requirement.
CANVAS_UI_LAYER_NAME,
HTML_UI_LAYER_NAME, HTML_CANVAS_LAYER_NAME. A separate CANVAS_MINIGAME_LAYER_NAME constant
reserves a layer for future minigame content.canvas.gameLayer via canvas.add): canvas.layers.add(CANVAS_UI_LAYER_NAME, new Container()).canvas.htmlLayers.add to mount a UI framework's root as an actual canvas layer — not merely an
absolutely-positioned <div> floating outside the canvas system:const htmlLayout = canvas.htmlLayers.add(HTML_UI_LAYER_NAME, root);
createRoot(htmlLayout).render(<App />);Game.init(...).then(...), after canvas setup, before rendering the app.canvas.extractImage() for save-file thumbnails — captures a screenshot of the current canvas
to embed in a save entry: const image = await canvas.extractImage();. (This is a canvas/save
concern, not UI state — see pixi-vn-canvas/pixi-vn-saves.)Docs: pixi-vn.com/start/interface-navigate. To move
between different UI screens, use a routing system that defines routes/paths for each screen and
handles navigation between them — e.g.
TanStack Router, which official templates use, with
file-based route generation (createFileRoute, e.g. a file about.tsx under src/routes becomes
the /about route).
Wiring navigate into narration steps: extend StepLabelProps (typically in pixi-vn.d.ts,
already done in every official template) so every step/Game.onEnd/Game.addOnError receives a
navigate function:
declare module "@drincs/pixi-vn" {
interface StepLabelProps {
navigate: (route: string) => void;
}
}export const startLabel = newLabel("start", [
({ navigate }) => {
navigate("/new-route");
},
]);In ink templates, a custom hashtag command navigates instead: # navigate /new-route.
Blocking the browser's back/forward buttons: those buttons let the player navigate between
routes, not narrative steps, which can leave the game in an inconsistent state. The recommended
approach is to intercept popstate and call history.forward() to cancel it, pushing a new history
state on every route change so a second back-press in quick succession is still allowed through —
see the useConfirmBackNavigation hook pattern in the
official docs for the full
implementation.
Docs: pixi-vn.com/start/interface-font. Official
templates build the UI with shadcn/ui on Tailwind CSS — the component
source is copied into src/components/ui/, not installed as an opaque package. The entire theme
(colors, roundness, fonts) lives in one file, src/styles.css.
Rather than hand-editing styles.css, generate a theme with a visual tool and apply it:
npx shadcn@latest add <generated-command>styles.css instead.Either way, once the theme is applied, run:
npm run ui:reinitThis force-reinstalls every shadcn component already in the project from the shadcn registry using
the updated styles.css/components.json, so every component stays consistent with the new theme
instead of keeping whatever variables it was originally built with.
Docs:
pixi-vn.com/start/interface-connect-storage.
Variables shown or edited in the UI fall into three categories, each with its own recommended
pattern (official templates use these throughout src/lib/stores/ and src/lib/query/):
Settings variables (text speed, font size, auto-forward delay, ...) are not part of
game storage — they must persist across every playthrough, even
before a save exists — so they live in localStorage, mirrored into a
TanStack Store so components re-render on change:
import { Store } from "@tanstack/store";
export namespace AutoSettings {
export const store = new Store({
enabled: Boolean(localStorage.getItem("auto_forward_enabled") ?? false),
time: Number(localStorage.getItem("auto_forward_second") ?? 1),
});
export function setEnabled(value: boolean) {
localStorage.setItem("auto_forward_enabled", value.toString());
store.setState((state) => ({ ...state, enabled: value }));
}
}Read-only game variables (a stat, a flag, dialogue text) — read them straight from
game storage inside a
TanStack Query queryFn:
import { useQuery } from "@tanstack/react-query";
import { storage } from "@drincs/pixi-vn";
export function useQueryAffection() {
return useQuery({
queryKey: ["affection_use_query_key"],
queryFn: async () => storage.get<number>("affection") ?? 0,
});
}Game storage only changes during a step/go-back, a label call/jump, or loading a save — Pixi'VN has no way of knowing a query depends on that data, so invalidate broadly at those call sites rather than tracking every key:
narration.continue({}).then(() => {
queryClient.invalidateQueries();
});Read/write game variables (a selected option, a toggle tied to a quest flag) — the same Store
pattern as settings, but backed by game storage instead of
localStorage, so the value survives saves and go back:
import { storage } from "@drincs/pixi-vn";
import { Store } from "@tanstack/store";
export namespace Memo {
export const store = new Store<{ selectedQuestId: string | undefined }>({
selectedQuestId: storage.get<string>("selectedQuestId"),
});
export function setSelectedQuestId(id: string | undefined) {
storage.set("selectedQuestId", id);
store.setState((state) => ({ ...state, selectedQuestId: id }));
}
}Because the setter updates the Store directly, the UI stays in sync automatically — but only for changes made through this same setter.
Keeping the UI in sync with storage changes made elsewhere: if a label/step/anything else
changes the same game storage variable directly, nothing tells that Store — or a useQuery reading
that key — to refresh. Use
storage.setStorageHandler
to catch every game storage write in one place:
import { storage } from "@drincs/pixi-vn";
storage.setStorageHandler({
onSetVariable: (key, value) => queryClient.invalidateQueries(),
onRemoveVariable: (key) => queryClient.invalidateQueries(),
onClearOldTempVariable: (key) => queryClient.invalidateQueries(),
});setStorageHandler does not stack — it replaces. It holds a single handler internally; every
call overwrites the previous one silently. Set it once, in one place close to app start-up
(e.g. the root provider), with a single handler that does everything the UI needs (invalidate
queries, update stores, etc.) rather than sprinkling several targeted calls across files.pointer-events: none. Forgetting to set pointer-events: auto on
an interactive component is the most common reason a button/input silently doesn't respond.go back, localStorage if it should survive across playthroughs.CANVAS_APP_GAME_LAYER_ALIAS ("__game_layer__") is reserved — canvas.layers.add (like
canvas.add/remove) refuses that alias for a PixiJS UI layer.gameLayer/alias system the UI deliberately does not use.Game.init(), StepLabelProps augmentation, and how the official
template wires layers/routing/i18n together at startup.© DRincs-Productions, LGPL-2.1. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file in skills/ui of DRincs-Productions/pixi-vn.
Open the folder on GitHubat commit 01c19cb
Pixi Vn UI next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Pixi Vn UI this skillDRincs-Productions/pixi-vn | 149 | — | ~3.8k | Automated safety check: Pass | LGPL-2.1 | |
| Golemuigolemui/golemui | 113 | — | ~2.2k | Automated safety check: Pass | MIT | |
| Tailwindcss Developmentanonaddy/anonaddy | 4.9k | 10 repos | ~865 | Automated safety check: Pass | MIT | |
| GSAP Core Animationgreensock/gsap-skills | 16k | 3 repos | ~3.7k | Automated safety check: Pass | MIT | |
| UI UX Pro Maxsaoudi-h/solar-icons | 190 | 18 repos | ~11k | Automated safety check: Notes | Custom licence | |
| UithingBayBreezy/ui-thing | 729 | — | ~1.3k | Automated safety check: Pass | Custom licence |
golemui/golemui
Build, validate, and debug GolemUI forms in React, Angular, Vue, Lit, or vanilla JS.
anonaddy/anonaddy
Always invoke when the user's message includes 'tailwind' in any form.
greensock/gsap-skills
Covers the GSAP core API for tweens, easing, staggers, defaults and matchMedia, and when to choose GSAP over CSS animations or other JavaScript animation libraries.
saoudi-h/solar-icons
UI/UX design intelligence for web and mobile. An agent skill from saoudi-h/solar-icons.
BayBreezy/ui-thing
Manages UI Thing components, prose, blocks, themes, shortcuts, docs, and MCP-driven workflows in Nuxt projects and in the UI Thing source repo.
shadcn-labs/shadcn-cssinjs
Migrate TailwindCSS to StyleX. An agent skill from shadcn-labs/shadcn-cssinjs.
DRincs-Productions/pixi-vn
A skill your agent uses when adding, organizing, registering, or loading non-code files (images, audio, video) in a Pixi'VN project — local assets processed by PixiJS AssetPack vs.
DRincs-Productions/pixi-vn
A skill your agent uses when defining visual novel characters for a @drincs/pixi-vn game — creating a character with a name, color, icon and other props, registering it so it can be looked up by id…
DRincs-Productions/pixi-vn
A skill your agent uses when implementing "go back" / "rewind" / step-navigation features in a Pixi'VN game, or when you need to read the player-facing dialogue/choice history (e.g.
DRincs-Productions/pixi-vn
A skill your agent uses when adding a minigame (snake, quiz, puzzle, timing/reaction game, ...) to a Pixi'VN visual novel — the useMinigame lifecycle hook pattern, using PixiJS directly on its own…
DRincs-Productions/pixi-vn
A skill your agent uses when writing or editing Pixi'VN story content — defining labels (scenes) with newLabel, writing dialogue steps, adding player choices with…
DRincs-Productions/pixi-vn
A skill your agent uses when implementing save/load in a Pixi'VN game — Game.exportGameState()/restoreGameState()/jsonToGameState(), what the exported GameState contains, and how to persist it (save…
Works with
Categories
A skill your agent uses when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components —…. Pixi Vn UI is an agent skill from DRincs-Productions/pixi-vn. Use when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components — mounting HTML or PixiJS UI layers over the canvas, navigating between UI screens/routes, theming a shadcn/ui-based template, and connecting UI components to game storage/settings.
Pixi Vn UI fits situations like: building game UI (menus; settings/save screens) on top of PixiVN with an external JS framework (React; with plain PixiJS components — mounting HTML; pixiJS UI layers over the canvas.
Run `npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a claude-code`. Or copy the skill folder (skills/ui in DRincs-Productions/pixi-vn) into .claude/skills/pixi-vn-ui in your project. Claude Code loads it when a task matches its description.
Run `npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a codex`. Or copy the skill folder (skills/ui in DRincs-Productions/pixi-vn) into .agents/skills/pixi-vn-ui in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pixi-vn-ui, .gemini/skills/pixi-vn-ui, .github/skills/pixi-vn-ui and .opencode/skills/pixi-vn-ui in your project.
Going by SKILL.md and its folder, Pixi Vn UI needs the command-line tools its instructions call (go and npm). Our summary lists: Node.js.
SKILL.md names 4 domains. As links in the text: pixi-vn.com, tanstack.com, ui.shadcn.com and tweakcn.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Pixi Vn UI is published under the LGPL-2.1 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Pixi Vn UI: Golemui (golemui/golemui, 113 stars), Tailwindcss Development (anonaddy/anonaddy, 4.9k stars), GSAP Core Animation (greensock/gsap-skills, 16k stars) and UI UX Pro Max (saoudi-h/solar-icons, 190 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
DRincs-Productions (a GitHub organization) maintains it in DRincs-Productions/pixi-vn, which has 149 GitHub stars. The repository holds 13 skills in this directory. The repository was last updated on October 1, 2026.
Source: DRincs-Productions/pixi-vn on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.