Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
通过 GeometryScript + UCP 进行程序化网格建模。当用户要求创建、修改、修复、简化、UV、布尔、变形或以其他方式处理网格时使用。
$ npx skills add Italink/UnrealClientProtocol --skill unreal-modeling -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling --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/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-modeling .claude/skills/unreal-modeling && 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 "unreal-modeling" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling into .claude/skills/unreal-modeling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling", 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/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modelingType 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 Italink/UnrealClientProtocol --skill unreal-modeling -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Skills/unreal-modeling .agents/skills/unreal-modeling && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-modeling" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling into .agents/skills/unreal-modeling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling", 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 Italink/UnrealClientProtocol --skill unreal-modeling -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Skills/unreal-modeling .cursor/skills/unreal-modeling && 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 "unreal-modeling" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling into .cursor/skills/unreal-modeling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling", 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/Italink/UnrealClientProtocol.git --path Skills/unreal-modeling--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 Italink/UnrealClientProtocol --skill unreal-modeling -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Skills/unreal-modeling .gemini/skills/unreal-modeling && 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 "unreal-modeling" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling into .gemini/skills/unreal-modeling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling", 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 Italink/UnrealClientProtocol unreal-modelingInstalls 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 Italink/UnrealClientProtocol --skill unreal-modeling -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .github/skills && cp -r skills-src/Skills/unreal-modeling .github/skills/unreal-modeling && 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 "unreal-modeling" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling into .github/skills/unreal-modeling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling", 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 Italink/UnrealClientProtocol --skill unreal-modeling -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Skills/unreal-modeling .opencode/skills/unreal-modeling && 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 "unreal-modeling" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling into .opencode/skills/unreal-modeling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling", 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.
unreal-modeling通过 GeometryScript + UCP 进行程序化网格建模。当用户要求创建、修改、修复、简化、UV、布尔、变形或以其他方式处理网格时使用。
Unreal Modeling is an agent skill from Italink/UnrealClientProtocol. 通过 GeometryScript + UCP 进行程序化网格建模。当用户要求创建、修改、修复、简化、UV、布尔、变形或以其他方式处理网格时使用。
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development. The repository describes itself as: Lightweight UE5 plugin that exposes Unreal Engine's reflection system over TCP+JSON — let AI agents call UFunctions, read/write UProperties, and inspect any UObject in a running… The licence is MIT.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f0a56e. 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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are json).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From 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.
Unreal Modeling loads about 2k tokens when it runs. Until then it costs about 22 tokens; SKILL.md has 281 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 Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 281 words, ~1,981 tokens.
.claude/skills/unreal-modeling/SKILL.md (or your agent's skills folder).建模通过两条路径完成:MeshOperationLibrary(生命周期管理 + 类型桥接)和 GeometryScript 原生库(600+ 函数,通过 UCP 通用 call 直接调用)。
前置条件:UE 编辑器运行中,UCP 插件已启用。传输层规则见 unreal-client-protocol。
CDO:/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary
| 函数 | 参数 | 说明 |
|---|---|---|
CreateDynamicMesh | — | 创建空的临时 DynamicMesh,返回对象路径 |
ReleaseDynamicMesh | Mesh | 标记 mesh 等待 GC 回收 |
ReleaseAllDynamicMeshes | — | 释放所有已跟踪的 mesh |
ListDynamicMeshes | — | 列出所有已跟踪 mesh 的路径 |
| 函数 | 参数 | 说明 |
|---|---|---|
GetMeshSummary | TargetMesh | 返回 JSON:vertexCount、triangleCount、uvSetCount、bounds、hasNormals、hasVertexColors、hasMaterialIDs、hasPolygroups、isClosed、isDense |
| 函数 | 参数 | 说明 |
|---|---|---|
CopyFromStaticMesh | TargetMesh, SourceStaticMesh | 将 StaticMesh 加载到 DynamicMesh(默认选项) |
CopyToStaticMesh | SourceMesh, TargetStaticMesh | 将 DynamicMesh 写回已有 StaticMesh |
CopyToNewStaticMeshAsset | SourceMesh, AssetPath | 创建新 StaticMesh 资产,返回资产路径 |
GeometryScript 的 FGeometryScriptMeshSelection 内部使用不可序列化的 TSharedPtr 存储数据,无法通过 JSON 传递。以下函数从可序列化的输入创建 Selection:
| 函数 | 参数 | 说明 |
|---|---|---|
SelectAllTriangles | TargetMesh | 选择全部三角形 |
SelectTrianglesByIDs | TargetMesh, TriangleIDs(int 数组) | 按 ID 选择三角形 |
SelectVerticesByIDs | TargetMesh, VertexIDs(int 数组) | 按 ID 选择顶点 |
SelectPolygroupByID | TargetMesh, PolygroupID, GroupLayer | 按 Polygroup 选择 |
SelectMaterialByID | TargetMesh, MaterialID | 按材质 ID 选择 |
GetSelectionIDs | Selection | 从 Selection 提取 ID 数组 |
GeometryScript 的列表类型(FGeometryScriptIndexList、FGeometryScriptVectorList 等)将数据存储在不可序列化的 TSharedPtr<TArray<...>> 中。用 Make* 从数组创建,用 Get*Array 提取:
| Make 函数 | Get 函数 | 桥接类型 |
|---|---|---|
MakeIndexList(Indices, IndexType) | GetIndexListArray | FGeometryScriptIndexList |
MakeVectorList(Vectors) | GetVectorListArray | FGeometryScriptVectorList |
MakePolyPath(Points, bClosedLoop) | GetPolyPathArray | FGeometryScriptPolyPath |
MakeSimplePolygon(Vertices) | GetSimplePolygonArray | FGeometryScriptSimplePolygon |
MakeColorList(Colors) | GetColorListArray | FGeometryScriptColorList |
MakeUVList(UVs) | GetUVListArray | FGeometryScriptUVList |
MakeScalarList(Scalars) | GetScalarListArray | FGeometryScriptScalarList |
MakeTriangleList(Triangles) | GetTriangleListArray | FGeometryScriptTriangleList |
GeometryScript 函数是标准的 BlueprintCallable 静态函数,通过 UCP 通用 call + CDO 路径调用。
/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_<类名>示例:/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshRepairFunctions
UDynamicMesh*:传路径字符串,如 "/Engine/Transient.DynamicMesh_0"USTRUCT Options:传 JSON 对象,只写需要覆盖的字段,省略的字段使用默认值UENUM:传字符串,即枚举值名,如 "Automatic"、"AttributeAware"out 参数(如 Outcome、NumFilledHoles):输入时省略,结果中自动返回Debug:省略(默认 nullptr)WorldContextObject:UCP 自动注入多数 GeometryScript 函数返回 UDynamicMesh*(同一个对象,原地修改)。响应中包含 mesh 路径和所有 out 参数。
// 1. 创建工作 mesh
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"CreateDynamicMesh"}
// 2. 从 StaticMesh 加载
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"CopyFromStaticMesh","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","SourceStaticMesh":"/Game/Meshes/SM_Rock.SM_Rock"}}
// 3. 简化到 5000 三角形
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSimplifyFunctions","function":"ApplySimplifyToTriangleCount","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","TriangleCount":5000,"Options":{"Method":"AttributeAware"}}}
// 4. 写回
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"CopyToStaticMesh","params":{"SourceMesh":"/Engine/Transient.DynamicMesh_0","TargetStaticMesh":"/Game/Meshes/SM_Rock.SM_Rock"}}
// 5. 释放
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"ReleaseDynamicMesh","params":{"Mesh":"/Engine/Transient.DynamicMesh_0"}}// 1. 创建 mesh
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"CreateDynamicMesh"}
// 2. 追加 Box 图元
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions","function":"AppendBox","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","PrimitiveOptions":{},"DimensionX":100,"DimensionY":100,"DimensionZ":100}}
// 3. 自动生成 UV
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshUVFunctions","function":"AutoGenerateXAtlasMeshUVs","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","UVSetIndex":0,"Options":{}}}
// 4. 保存为新资产
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"CopyToNewStaticMeshAsset","params":{"SourceMesh":"/Engine/Transient.DynamicMesh_0","AssetPath":"/Game/Generated/SM_Box"}}
// 5. 释放
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"ReleaseDynamicMesh","params":{"Mesh":"/Engine/Transient.DynamicMesh_0"}}// 1-2. 创建两个 mesh 并填充(CreateDynamicMesh + AppendSphere / AppendBox)
// 3. 布尔合并
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshBooleanFunctions","function":"ApplyMeshBoolean","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","TargetTransform":{"Rotation":{"X":0,"Y":0,"Z":0,"W":1},"Translation":{"X":0,"Y":0,"Z":0},"Scale3D":{"X":1,"Y":1,"Z":1}},"ToolMesh":"/Engine/Transient.DynamicMesh_1","ToolTransform":{"Rotation":{"X":0,"Y":0,"Z":0,"W":1},"Translation":{"X":50,"Y":0,"Z":0},"Scale3D":{"X":1,"Y":1,"Z":1}},"BooleanOperation":"Union","Options":{}}}
// 4. 释放 mesh B
{"object":"/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary","function":"ReleaseDynamicMesh","params":{"Mesh":"/Engine/Transient.DynamicMesh_1"}}每个库对应一个域 Skill,包含完整的函数签名、Options 结构体字段、枚举值和 JSON 示例:
| 域 Skill | 覆盖的库 |
|---|---|
unreal-modeling-primitives | MeshPrimitiveFunctions、MeshModelingFunctions、PolyPathFunctions、SimplePolygonFunctions、PolygonListFunctions |
unreal-modeling-meshops | MeshRepairFunctions、MeshSimplifyFunctions、RemeshingFunctions、MeshBooleanFunctions、MeshVoxelFunctions、MeshDecompositionFunctions、MeshBasicEditFunctions、MeshSubdivideFunctions、OpenSubdivFunctions |
unreal-modeling-uv | MeshUVFunctions |
unreal-modeling-normals | MeshNormalsFunctions |
unreal-modeling-deform | MeshDeformFunctions、MeshTransformFunctions |
unreal-modeling-query | MeshQueryFunctions、MeshSpatialFunctions、MeshSamplingFunctions、ContainmentFunctions、MeshComparisonFunctions、MeshGeodesicFunctions |
unreal-modeling-selection | MeshSelectionFunctions |
unreal-modeling-attributes | MeshVertexColorFunctions、MeshPolygroupFunctions、MeshMaterialFunctions |
unreal-modeling-asset | StaticMeshFunctions、CreateNewAssetFunctions、CollisionFunctions、EditorDynamicMeshFunctions |
CreateDynamicMesh 或 CopyFromStaticMesh 获取)ReleaseDynamicMesh 避免临时对象堆积UDynamicMesh*FGeometryScriptMeshSelection、FGeometryScriptIndexList、FGeometryScriptPolyPath 等类型时,用 MeshOperationLibrary 的桥接函数从普通数组创建DescribeObject 探索:对任意 GeometryScript CDO 调用 DescribeObject 可查看完整函数列表和签名© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Skills/unreal-modeling of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Modeling 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 |
|---|---|---|---|---|---|---|
| Unreal Modeling this skillItalink/UnrealClientProtocol | 127 | — | ~2k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
Italink/UnrealClientProtocol
Interact with the running Unreal Engine editor via TCP bridge.
Italink/UnrealClientProtocol
Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).
Italink/UnrealClientProtocol
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.
Italink/UnrealClientProtocol
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
Categories
通过 GeometryScript + UCP 进行程序化网格建模。当用户要求创建、修改、修复、简化、UV、布尔、变形或以其他方式处理网格时使用。. Unreal Modeling is an agent skill from Italink/UnrealClientProtocol.
Unreal Modeling fits situations like: tasks that involve Game development.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling -a claude-code`. Or copy the skill folder (Skills/unreal-modeling in Italink/UnrealClientProtocol) into .claude/skills/unreal-modeling in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling -a codex`. Or copy the skill folder (Skills/unreal-modeling in Italink/UnrealClientProtocol) into .agents/skills/unreal-modeling 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 Italink/UnrealClientProtocol --skill unreal-modeling -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-modeling, .gemini/skills/unreal-modeling, .github/skills/unreal-modeling and .opencode/skills/unreal-modeling in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Modeling is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. 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.
Unreal Modeling is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 7.9k 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 Unreal Modeling: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Italink (a GitHub user) maintains it in Italink/UnrealClientProtocol, which has 127 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on August 28, 2026.
Source: Italink/UnrealClientProtocol on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.