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From lumina
Add a reusable gameplay system to the current game — player controller, pickup/collectible, simple enemy AI, basic UI/HUD, or game manager. Provides engine-agnostic intent that maps to Unity C# now (Unreal in v1). Use when the user wants to add a mechanic or system.
npx claudepluginhub tapascodespace/claude-plugin --plugin luminaHow this skill is triggered — by the user, by Claude, or both
Slash command
/lumina:gameplay-systemThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Add proven, reusable gameplay systems instead of writing each one from scratch. You describe the
Provides behavioral guidelines to reduce common LLM coding mistakes, focusing on simplicity, surgical changes, assumption surfacing, and verifiable success criteria.
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.
Guides systematic root-cause debugging when tests fail, builds break, or unexpected errors occur. Provides a structured triage checklist to preserve evidence, localize, and fix issues instead of guessing.
Share bugs, ideas, or general feedback.
Add proven, reusable gameplay systems instead of writing each one from scratch. You describe the
intent (engine-agnostic); this skill maps it to the target engine. For Unity, see
reference.md for ready-to-adapt C# patterns. For Unreal (v1), a parallel
reference.unreal.md will hold the C++/Blueprint mapping.
Requested system: $ARGUMENTS
| Intent | What it provides |
|---|---|
player-controller-3d | WASD/stick movement + jump on a CharacterController/Rigidbody capsule |
player-controller-2d | Horizontal move + jump for a 2D Rigidbody |
pickup | Trigger-based collectible that raises score and despawns + plays a sound |
score-ui | Canvas HUD showing score / a target count, updated via events |
enemy-patrol | Simple waypoint/seek AI that damages the player on contact |
game-manager | Tracks win/lose state, spawn points, restart |
reference.md. Adjust names, speeds,
layers, and references to fit the actual scene — do not paste blindly.Assets/Scripts/ via Write/Edit.build-verify); after
wiring, let it compile and playtest.ScoreChanged event the UI
listens to) so they compose without tight coupling.