From jengine
Implements async modal dialogs in Unity with UniTask for confirmations, prompts, alerts, and user input awaiting bool results.
npx claudepluginhub jasonxudeveloper/jengine --plugin jengineThis skill uses the workspace's default tool permissions.
Built on UniTask for non-blocking async operations with automatic object pooling.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Built on UniTask for non-blocking async operations with automatic object pooling.
public static UniTask<bool> Show(
string title,
string content,
string ok = "OK",
string no = "Cancel"
)
Returns true for confirm, false for cancel.
MessageBox.CloseAll() - Dismiss all active dialogs (for scene transitions)MessageBox.Dispose() - Release all pooled instances (app shutdown)MessageBox.ActiveCount - Currently displayed dialogsMessageBox.PooledCount - Cached instances in poolbool confirmed = await MessageBox.Show(
"Delete Item",
"Are you sure you want to delete this item?",
ok: "Delete",
no: "Cancel"
);
if (confirmed)
{
DeleteItem();
}
bool saved = await MessageBox.Show(
"Save Changes",
"Keep your changes?",
ok: "Save",
no: "Discard"
);
// Pass null or empty string to hide cancel button
await MessageBox.Show(
"Success",
"Operation completed!",
ok: "OK",
no: null
);
MessageBox.CloseAll();
SceneManager.LoadScene("NextScene");