Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
GeometryScript 网格选择操作。当用户要求按条件选择网格元素(球形/盒体/平面/法线角度/材质等)、组合选择、扩展/收缩选择时使用。
$ npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-selection -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-selection --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-selection .claude/skills/unreal-modeling-selection && 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-selection" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-selection into .claude/skills/unreal-modeling-selection/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-selection", 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-modeling-selectionType 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-selection -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-selection --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-selection .agents/skills/unreal-modeling-selection && 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-selection" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-selection into .agents/skills/unreal-modeling-selection/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-selection", 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-selection -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-selection --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-selection .cursor/skills/unreal-modeling-selection && 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-selection" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-selection into .cursor/skills/unreal-modeling-selection/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-selection", 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-selection--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-selection -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-selection --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-selection .gemini/skills/unreal-modeling-selection && 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-selection" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-selection into .gemini/skills/unreal-modeling-selection/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-selection", 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-modeling-selectionInstalls 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-selection -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-selection .github/skills/unreal-modeling-selection && 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-selection" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-selection into .github/skills/unreal-modeling-selection/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-selection", 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-selection -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-selection --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-selection .opencode/skills/unreal-modeling-selection && 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-selection" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-selection into .opencode/skills/unreal-modeling-selection/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-selection", 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-selectionGeometryScript 网格选择操作。当用户要求按条件选择网格元素(球形/盒体/平面/法线角度/材质等)、组合选择、扩展/收缩选择时使用。
Unreal Modeling Selection is an agent skill from Italink/UnrealClientProtocol. GeometryScript 网格选择操作。当用户要求按条件选择网格元素(球形/盒体/平面/法线角度/材质等)、组合选择、扩展/收缩选择时使用。
Its SKILL.md is about 1000 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.
2 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 and python).
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 Selection loads about 999 tokens when it runs. Until then it costs about 25 tokens; SKILL.md has 185 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). 185 words, ~999 tokens.
.claude/skills/unreal-modeling-selection/SKILL.md (or your agent's skills folder).前置条件:先阅读 unreal-modeling。
FGeometryScriptMeshSelection 内部使用不可序列化的 TSharedPtr<FGeometrySelection> 存储数据,无法通过 UCP JSON 直接创建或传递选择内容。
创建选择的两种方式:
SelectAllTriangles、SelectTrianglesByIDs、SelectVerticesByIDs、SelectPolygroupByID、SelectMaterialByID——见 unreal-modeling 核心 SkillSelectMeshElementsInSphere、SelectMeshElementsByNormalAngle 等——适用于基于几何条件的复杂选择创建后的 Selection 可作为参数传给其他 GeometryScript 函数(UV、变形、简化等)。
CDO:/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSelectionFunctions
| 函数 | 关键参数 | 说明 |
|---|---|---|
CreateSelectAllMeshSelection | TargetMesh | 选择全部。out:Selection |
SelectMeshElementsInSphere | TargetMesh, SphereOrigin, SphereRadius, SelectionType, MinNumTrianglePoints | 球形范围选择。out:Selection |
SelectMeshElementsInBox | TargetMesh, BoxTransform, BoxDimensions, SelectionType, MinNumTrianglePoints | 盒体范围选择 |
SelectMeshElementsWithPlane | TargetMesh, PlaneOrigin, PlaneNormal, SelectionType, MinNumTrianglePoints | 平面一侧选择 |
SelectMeshElementsByNormalAngle | TargetMesh, Normal, MaxAngleDeg, SelectionType, MinNumTrianglePoints | 按法线角度选择 |
SelectMeshElementsByMaterialID | TargetMesh, MaterialID | 按材质 ID 选择 |
EGeometryScriptMeshSelectionType| 值 | 说明 |
|---|---|
Vertices | 选择顶点 |
Edges | 选择边 |
Triangles | 选择三角形 |
Polygroups | 选择 Polygroup |
MinNumTrianglePoints 参数控制三角形被选中的条件:1 = 任意顶点在范围内即选中,2 = 至少两个顶点,3 = 全部顶点都在范围内。
| 函数 | 关键参数 | 说明 |
|---|---|---|
ConvertMeshSelection | TargetMesh, FromSelection, NewType | 在顶点/三角形/Polygroup 间转换。out:ToSelection |
ConvertMeshSelectionToIndexList | TargetMesh, Selection | 转换为索引列表。out:IndexList、SelectionType |
ConvertIndexListToMeshSelection | TargetMesh, IndexList, SelectionType | 从索引列表创建选择。out:Selection |
ConvertIndexArrayToMeshSelection | TargetMesh, IndexArray, SelectionType | 从 int 数组创建选择 |
| 函数 | 关键参数 | 说明 |
|---|---|---|
CombineMeshSelections | SelectionA, SelectionB, CombineMode | 组合两个选择。out:ResultSelection |
EGeometryScriptCombineSelectionMode| 值 | 说明 |
|---|---|
Add | 并集 |
Subtract | 差集(A - B) |
Intersection | 交集 |
| 函数 | 关键参数 | 说明 |
|---|---|---|
InvertMeshSelection | TargetMesh, Selection | 反转选择。out:NewSelection |
ExpandMeshSelectionToConnected | TargetMesh, Selection | 扩展到连通区域。out:NewSelection |
ExpandContractMeshSelection | TargetMesh, Selection, Iterations, bContract, bOnlyExpandToFaceNeighbours | 扩展/收缩选择 |
| 函数 | 关键参数 | 说明 |
|---|---|---|
GetMeshSelectionInfo | Selection | out:SelectionType、NumSelected |
球形范围选择三角形:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSelectionFunctions","function":"SelectMeshElementsInSphere","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","SphereOrigin":{"X":0,"Y":0,"Z":50},"SphereRadius":100,"SelectionType":"Triangles","MinNumTrianglePoints":1}}按法线角度选择(朝上的面):
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSelectionFunctions","function":"SelectMeshElementsByNormalAngle","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","Normal":{"X":0,"Y":0,"Z":1},"MaxAngleDeg":45,"SelectionType":"Triangles","MinNumTrianglePoints":3}}组合两个选择(并集):
使用 Python 脚本在单次调用中完成多步选择组合,避免 Selection 的不可序列化问题:
# 通过 ExecutePythonScript 在引擎内执行
import unreal
# ... 在脚本内创建、组合选择并传给后续操作或者分步调用:先创建选择 A,再创建选择 B,然后组合——每步的 Selection 作为 out 参数返回后可在下一步作为输入使用(UCP 会在同一连接内保持对象引用)。
对 CDO 路径调用 DescribeObject 可查看完整函数列表和参数签名。
© 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-selection of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Modeling Selection 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 Selection this skillItalink/UnrealClientProtocol | 127 | — | ~999 | 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.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
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
GeometryScript 网格选择操作。当用户要求按条件选择网格元素(球形/盒体/平面/法线角度/材质等)、组合选择、扩展/收缩选择时使用。. Unreal Modeling Selection is an agent skill from Italink/UnrealClientProtocol.
Unreal Modeling Selection fits situations like: tasks that involve Game development.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-selection -a claude-code`. Or copy the skill folder (Skills/unreal-modeling-selection in Italink/UnrealClientProtocol) into .claude/skills/unreal-modeling-selection in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-selection -a codex`. Or copy the skill folder (Skills/unreal-modeling-selection in Italink/UnrealClientProtocol) into .agents/skills/unreal-modeling-selection 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-selection -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-selection, .gemini/skills/unreal-modeling-selection, .github/skills/unreal-modeling-selection and .opencode/skills/unreal-modeling-selection in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Modeling Selection is instructions for the agent only. Our summary lists: Python 3.
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 Selection is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 999 tokens (SKILL.md is roughly 4k 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 Selection: 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.