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router — скилл для Claude Code: что делает и как установить

Диспетчер геймдев-скиллов: определяет игровой движок по файлам репозитория и подбирает точный набор инструкций под задачу.

Установить в Claude Code · Через Skills CLI (Vercel) Все способы и платформы ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a claude-code
Открыть на GitHub

Что делает router

Скилл служит входной точкой для геймдев-задач. Он сканирует проект по сигнатурам файлов и выбирает ровно один движок из 12 поддерживаемых: Godot, Unreal, Unity, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame или Roblox. Если движок не распознан, алгоритм по умолчанию предлагает Godot либо уточняет выбор у разработчика.

После детекции движка скилл разбирает текст запроса на дисциплины (шейдеры, физика, UI, сохранение, процедурная генерация), жанры и сценарии выпуска вроде game-jam или steam-publish. Вместо пересказа документации API он формирует минимальный список файлов SKILL.md и открывает их по цепочке.

Запускать диспетчер на каждом шаге диалога не нужно, иначе агент впустую потратит контекст. Его вызывают один раз на старте работы или при резкой смене направления задачи.

Какие задачи решает

  • определить игровой движок по сигнатурам проекта
  • подобрать специализированные скиллы под игровую механику или жанр
  • структурировать контекст агента при подготовке релиза под Steam или джем
  • составить цепочку инструкций от базового API движка до шейдеров и UI

Примеры запросов агенту

  • Сделай 2D-платформер на Godot: настрой базовое движение и прыжки
  • Помоги настроить систему инпута и сохранений для проекта на Unity
  • Какой скилл открыть для сборки билда под Steam?

Как установить router

1Через Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a claude-code

2Вручную: положить файлы

~/.claude/skills/router/SKILL.md

Папка скилла целиком; для одного проекта — .claude/skills/router/

Из того же набора40

Весь набор →
game-feel gamedev-skills Скилл учит агента добавлять отклик к игровым действиям: тряску камеры, стоп-кадр, твины с easing, сквош и отброс. Для случаев, когда механика работает, но ощущается ватной. Claude Code CX Codex Cursor +1 9 400установок game-ui-ux gamedev-skills Архитектурный скилл для создания адаптивных игровых интерфейсов, стека экранов и навигации с геймпада без покадрового опроса состояния. Claude Code CX Codex Cursor +1 9 200установок level-design gamedev-skills Помогает спроектировать игровой уровень от блокута до плейтеста: маршруты, темп, препятствия и столкновения. Нужен при работе с whitebox, критическим путём и геймплейными комнатами. Claude Code CX Codex Cursor +1 7 500установок camera-systems gamedev-skills Рецепты для игровых камер в 2D и 3D: плавное следование, мёртвые зоны, опережение движения и обработка столкновений для Godot и Unity. Claude Code CX Codex Cursor +1 7 100установок audio-design gamedev-skills Скилл учит раскладывать игровой звук по шинам, глушить музыку под голос и собирать адаптивный саундтрек слоями. Примеры кода — на GDScript под Godot 4.7, с пометками для Unity. Claude Code CX Codex Cursor +1 7 100установок performance-optimization gamedev-skills Скилл учит искать узкое место в игре по профайлеру движка, а не по догадке, и даёт набор правок: пулы объектов, батчинг, отказ от лишних аллокаций. Claude Code CX Codex Cursor +1 7 100установок game-ai gamedev-skills Помогает проектировать логику врагов и NPC: конечные автоматы, деревья поведения, алгоритмы руления и поиск пути A*. Пригодится при сборке поведения ботов для любого движка. Claude Code CX Codex Cursor +1 7 100установок input-systems gamedev-skills Архитектура игровых управлений: отображение клавиш на действия, перекоординирование с проверкой конфликтов, поддержка клавиатуры, геймпада и сенсора, мёртвые зоны, буферизация и coyote time. Claude Code CX Codex Cursor +1 6 800установок

Похожие

asset-pipeline rehan-remade Готовит из сгенерированной или нарисованной картинки файлы, которые загрузит движок: кадры спрайтов, полосы анимации, изометрические ракурсы из 3D-модели. Claude Code CX Codex Cursor +1 1 500установок mashup-mods rehan-remade Скилл для создания кросс-игровых модов: от Minecraft внутри Skyrim до скейтбординга в MW2. Охватывает passthrough-моды, портирование контента и встраивание одной игры в другую. Claude Code CX Codex Cursor +1 1 500установок game-automation rehan-remade Скилл запускает игры, снимает экран через GPU-захват и управляет окном через виртуальные клавиши и мышь. Нужен ИИ-агенту для автоматической проверки модов в реальной игре. Claude Code CX Codex Cursor +1 1 500установок orbit-card heygen-com Скилл для встраивания готового 10-секундного 3D-блока HyperFrames: карточка фичи облетает сферу из точек по траектории камеры из Blender. Claude Code CX Codex Cursor +1 9 800установок sdf earthtojake Скилл создаёт и проверяет SDFormat-файлы для моделей и миров, а затем помогает подготовить их к передаче в симулятор. Claude Code CX Codex Cursor +1 10 500установок urdf earthtojake Скилл помогает создавать, проверять и отлаживать описания роботов в формате URDF. Пригодится для работы со звеньями, сочленениями и геометрией. Claude Code CX Codex Cursor +1 10 400установок hatch-pet официальный openai Создаёт и упаковывает анимированных питомцев и спрайт-листы для Codex. Пригодится, когда нужен персонаж по описанию, изображению или фирменным ориентирам. Claude Code CX Codex Cursor +1 3 300установок gcode earthtojake Нарезает модели STL, 3MF и OBJ в G-code через OrcaSlicer. Подходит, когда нужно подготовить файл для печати без подключения к принтеру. Claude Code CX Codex Cursor +1 9 500установок

Вопросы о router

Как установить router в Claude Code?

Выполните команду npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill router -a claude-code. Файл скилла будет сохранён по пути ~/.claude/skills/router/SKILL.md.

Что делает скилл router?

Он анализирует сигнатуры файлов проекта, определяет движок, классифицирует задачу и загружает нужные специализированные скиллы из каталога.

Как router определяет движок проекта?

Скилл ищет ключевые файлы конфигурации: например, project.godot для Godot, *.uproject для Unreal или Cargo.toml с зависимостью bevy.

Исходный текст

SKILL.md · Apache-2.0
---
name: router
description: >
  Routes any game-development request to the right specialized skill(s): it detects the engine
  (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, Roblox) and the task, then
  reads the chosen skill before acting. Use to make a game or to decide which skill applies — for
  players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX,
  cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural
  generation, or performance, for genres (platformer,
  roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for
  shipping (game jam, Steam, itch). Start here
  when unsure which gamedev skill to use.
---

# Master Router — Game-Development Skill Dispatcher

The entry point for game-development work. It fingerprints the project to pick **one** engine,
classifies the task from the request, names the **minimal** set of specialized skills, and tells
you to read them before acting. It **dispatches and composes** — it does not re-teach engine APIs.

## When to use

- Use at the **start of any game-development request** — building or debugging a game, level,
  player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural
  content, or visual asset set — to decide which skill(s) to load.
- Use when the user names an engine or genre, says "make a game", or asks "which skill should I
  use?".

**When *not* to use:** once the right skill is loaded and the task is squarely inside it, work
from that skill — don't re-run the router every turn. Re-route only when the task **pivots** to a
new engine or concern (router step 6).

## Routing algorithm

1. **Detect engine and version** — project fingerprint → at most one engine skill set (or
   "unknown"), then read the project's version source. §1.
2. **Classify task** — phrasing → discipline(s) + at most one genre + workflow(s). §2.
3. **Resolve** — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
4. **Read (disclosure)** — open only the chosen `SKILL.md` bodies; `references/` only on demand. §4.
5. **Compose** — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
6. **Fallback** — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.

---

## 1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; **choose exactly one** engine. Stop at the first match.

| # | Engine | Primary signal | Skill set root |
|:-:|--------|----------------|----------------|
| 1 | Godot | `project.godot` | `skills/godot/` |
| 2 | Unreal | `*.uproject` | `skills/unreal/` |
| 3 | Unity | `Assets/` **and** `ProjectSettings/ProjectVersion.txt` | `skills/unity/` |
| 4 | Ebitengine | `go.mod` requiring `github.com/hajimehoshi/ebiten/v2` | `skills/ebitengine/` |
| 5 | Bevy | `Cargo.toml` with a `bevy` dependency | `skills/other-engines/bevy-ecs/` |
| 6 | Phaser | `package.json` dep `phaser` | `skills/web-engines/phaser-*` |
| 7 | PixiJS | `package.json` dep `pixi.js` | `skills/web-engines/pixijs-rendering/` |
| 8 | three.js | `package.json` dep `three` | `skills/web-engines/threejs-*` |
| 9 | Defold | `game.project` | `skills/other-engines/defold-core/` |
| 10 | LÖVE | `conf.lua` / `main.lua` calling `love.*` | `skills/other-engines/love2d-core/` |
| 11 | pygame | `*.py` with `import pygame` | `skills/other-engines/pygame-core/` |
| 12 | Roblox | `*.rbxl(x)` / `*.project.json` (Rojo) | `skills/other-engines/roblox-*` |

For secondary signals, the Godot-C#/Unity/Bevy, Defold/LÖVE/Lua and multi-web disambiguation
rules, monorepos, and plain-text engine mentions, read `references/engine-detection.md`.

After identifying the engine, read its version from project metadata or dependency locks before
choosing APIs. Existing projects keep their pinned version unless migration is requested; the
catalog baseline is only for new projects. The exact version sources are in the detection reference;
each engine skill states its new-project baseline, and the catalog-wide table is
`docs/VERSION-SUPPORT.md` in the source repository (it is not installed with the router).

## 2. Task classification (phrasing → category)

After the engine, read the request for task signals (three **additive** categories):

- **disciplines** (cross-engine concepts): `create-game-assets`, `game-ai`, `ai-behavior-trees-utility-ai`, `procedural-gen`, `dialogue-systems`,
  `save-systems`, `audio-design`, `shader-programming`, `physics-tuning`, `level-design`,
  `input-systems`, `game-feel`, `camera-systems`, `game-ui-ux`, `performance-optimization`.
  Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding",
  "save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu",
  "optimize/low FPS").
- **genres** (whole-game templates): `platformer`, `roguelike`, `rpg`, `fps-shooter`,
  `tower-defense`, `card-game`, `visual-novel`, `survival-crafting`, `puzzle`. Triggered by genre
  words ("make a roguelike", "deckbuilder").
- **workflows** (process/shipping): `game-jam`, `prototype-fast`, `steam-publish`,
  `itch-publish`. Triggered by process words ("publish on Steam", "vertical slice").

File signals sharpen this: `*.yarn`/`*.ink` → `dialogue-systems`/`visual-novel`; `steam_appid.txt`
→ `steam-publish`; `*.inputactions` → `unity-input-system`.

## 3. Routing table (task → category → skill)

### 3a. Engine skills — read the one matching the detected engine + sub-task

- **Godot** (`skills/godot/`): language `godot-gdscript` / `godot-csharp`; structure
  `godot-nodes-scenes`, `godot-signals-groups`; 2D `godot-2d-movement`, `godot-tilemap`; 3D
  `godot-3d-essentials`; physics `godot-physics`; UI `godot-ui-control`; animation
  `godot-animation`; shaders `godot-shaders`; data `godot-resources`; audio `godot-audio`;
  netcode `godot-multiplayer`; headless CLI tests `godot-gdscript-headless-testing`; ship
  `godot-export`.
- **Unity** (`skills/unity/`): scripting `unity-csharp-scripting`; input `unity-input-system`;
  physics `unity-physics`; animation `unity-animation`; data `unity-scriptableobjects`; 2D
  `unity-tilemap-2d`; AI nav `unity-navmesh`; ship `unity-build-pipeline`.
- **Unreal** (`skills/unreal/`): visual scripting `unreal-blueprints`; C++ gameplay
  `unreal-cpp-gameplay`; input `unreal-enhanced-input`; AI `unreal-behavior-trees`; VFX
  `unreal-niagara`; ship `unreal-packaging`.
- **Ebitengine** (`skills/ebitengine/`): `ebitengine-game` for Go 2D games and focused
  input, rendering, text, audio, state/testing and build work. Select only its relevant
  references; generating the starter is optional for an existing project.
- **Web** (`skills/web-engines/`): `phaser-core`, `phaser-arcade-physics`; `pixijs-rendering`;
  `threejs-scene-setup`, `threejs-gltf-loading`, `threejs-materials-lighting`.
- **Other** (`skills/other-engines/`): `bevy-ecs`, `pygame-core`, `love2d-core`; Defold
  `defold-core` (collections, game objects, scripts, input, messages, factories, proxies,
  Bob builds); Roblox foundation
  `roblox-luau`, persistence `roblox-datastores`, UI `roblox-ui`, remotes/security
  `roblox-networking`, character lifecycle `roblox-characters`, simulation/queries
  `roblox-physics`, and in-Studio operation `roblox-studio-workflow`.

### 3b. Disciplines — load **with** the engine skill (concept ↔ engine API)

| Concept (`says:`) | Discipline skill | Pairs with (engine API) |
|-------------------|------------------|-------------------------|
| art direction, game assets, sprites, tilesets, textures, icons, 3D props | `create-game-assets` | engine importer/rendering skill; `imagegen` when available |
| enemy AI, behavior tree, pathfinding, steering | `game-ai` | `unity-navmesh` / `unreal-behavior-trees` / Godot nav |
| BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration | `ai-behavior-trees-utility-ai` | `game-ai` (model choice) / `unreal-behavior-trees` (engine assets) |
| procedural, noise, seed, dungeon generator, WFC | `procedural-gen` | engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | `dialogue-systems` | engine UI skill |
| save/load, slots, persistence | `save-systems` | `roblox-datastores` / engine IO |
| adaptive music, mixer, ducking, SFX | `audio-design` | `godot-audio` / Unity AudioMixer |
| shader, fragment, dissolve/outline | `shader-programming` | `godot-shaders` / engine material |
| jitter, tunneling, fixed timestep | `physics-tuning` | `godot-physics` / `unity-physics` |
| whitebox, blockout, tile layout, pacing | `level-design` | `godot-tilemap` / `unity-tilemap-2d` |
| rebind, gamepad, input buffering | `input-systems` | `unity-input-system` / `unreal-enhanced-input` / Godot InputMap |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | `game-feel` | engine animation/tween + `camera-systems` (shake) |
| camera follow, deadzone, look-ahead, orbit, first-person | `camera-systems` | `godot-2d-movement` / `godot-3d-essentials` / Cinemachine |
| HUD, menu, UI layout, scaling, safe area, focus nav | `game-ui-ux` | `godot-ui-control` / Unity UI (UGUI/UI Toolkit) |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | `performance-optimization` | engine profiler + `physics-tuning` |

For Roblox, compose cross-engine concepts with the focused engine skill: HUD/menu requests use
`roblox-ui` + `game-ui-ux` (+ `input-systems` for gameplay bindings); remote exploit or
replication requests use `roblox-networking` + `roblox-luau`; respawn/rig requests use
`roblox-characters`; physical simulation/query requests use `roblox-physics` (+
`physics-tuning` for stability); direct place editing also uses `roblox-studio-workflow`.

For Ebitengine, bind engine-specific slots to `ebitengine-game` and its relevant reference
(input, rendering, text/UI, audio, gameplay, tilemaps or state/testing). Add only the needed
disciplines; do not load Godot or Unity APIs from a genre's example bindings. Native 3D and a
ready-made network backend are not supplied by this 2D skill; state those gaps when relevant.

For Defold, bind engine-specific slots (movement, input, spawning, level loading, build) to
`defold-core` and add only the needed disciplines, e.g. "add player movement to my Defold
game" → `defold-core` + `input-systems` (+ `platformer` for a platformer). Defold has no
dedicated GUI, tilemap or physics skill yet; use `defold-core` and its build reference's
pointers, and state the gap.

### 3c. Genres — **compose** engine + disciplines (bind `*` to the detected engine)

| Genre (`says:`) | composes |
|-----------------|----------|
| platformer, jump, double jump | `godot-2d-movement` (or engine physics) + `godot-tilemap`/`unity-tilemap-2d` + `level-design` + `camera-systems` + `game-feel` |
| roguelike, procedural dungeon, permadeath | `procedural-gen` + `godot-tilemap`/`unity-tilemap-2d` + `game-ai` + `save-systems` + `game-feel` |
| RPG, stats, inventory, quests | `godot-resources`/`unity-scriptableobjects` + `dialogue-systems` + `save-systems` + `game-ui-ux` |
| FPS, first-person, hitscan | `godot-3d-essentials`/`unreal-cpp-gameplay` + `input-systems` + `game-ai` + `camera-systems` + `game-feel` |
| tower defense, waves, lanes | `game-ai` + engine movement + `level-design` + `game-ui-ux` |
| card game, deckbuilder, TCG | `godot-resources`/`unity-scriptableobjects` + `game-ui-ux` (+ engine UI) |
| visual novel, branching story | `dialogue-systems` + `save-systems` + `game-ui-ux` |
| survival, crafting, gathering | `save-systems` + `godot-resources`/`unity-scriptableobjects` + `procedural-gen` + `game-ui-ux` |
| puzzle, match-3, grid logic | `godot-tilemap`/`unity-tilemap-2d` + `level-design` + `game-feel` |

### 3d. Workflows — engine-independent process & shipping

`game-jam` (jam, 48-hour, Ludum Dare/GMTK) · `prototype-fast` (vertical slice, MVP, greybox) ·
`steam-publish` (Steam, Steamworks, depot; `steam_appid.txt`) · `itch-publish` (itch.io, butler;
`.itch.toml`).

For the exhaustive per-skill trigger list and every engine binding, read
`references/routing-table.md`.

## 4. Read protocol (progressive disclosure)

1. **Preloaded:** only each skill's `name` + `description` are in context. Decide from those plus
   the fingerprint — do **not** pre-read bodies.
2. **On selection:** read the body of **each chosen** `skills/<category>/<name>/SKILL.md` — and
   only those. Never bulk-load a whole category.
3. **On demand:** read a skill's bundled `references/` files only when the subtask needs that
   depth (the skill body says when).
4. **Re-route on pivot:** if the task changes (movement → saving), select and read the newly
   relevant skill instead of keeping everything loaded.

Announce what you load and why, e.g.: *"Detected Godot (`project.godot`). Loading
`godot-2d-movement` for the controller and `platformer` for jump feel; will open the platformer
skill's `feel-tuning.md` reference if you want coyote-time/buffering."*

## 5. Composition rules

- **One engine set, additive concepts.** Exactly one engine skill set; add the disciplines the
  task needs and usually **at most one** genre. Workflows attach independently.
- **Order:** engine fundamentals → discipline concept → genre orchestration → workflow. For asset
  production, approve the visual target before generating a family, then finish with the engine
  import settings and an in-context capture.
- **Ownership on overlap:** the **engine** skill owns API/syntax; the **discipline** skill owns
  the portable concept/algorithm and defers to the engine skill for code; the **genre** skill owns
  structure/glue and links out instead of re-teaching a primitive.
- **Hand-offs:** when a genre's `composes` names a slot like `*-2d-movement`, bind it to the
  detected engine. If that engine lacks the exact skill, see §6 and `references/routing-table.md`
  ("Binding gaps").

## 6. Unknown-engine & no-skill fallback

**Engine unknown** (no fingerprint, no engine named):

1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic
   discipline/genre/workflow skill — no engine needed ("what's a good save format?" → `save-systems`).
3. Only if engine choice actually blocks the answer, ask **one** targeted question ("Which engine —
   Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed,
   **default to Godot** (the most fully covered engine here) and say so.
4. Never invent an engine or load an engine skill on a guess.

**Engine known but no skill covers the subtask:** load the closest engine skill plus the relevant
discipline and **state the gap** plainly (e.g. "no dedicated Unity 2D-movement skill; using
`unity-csharp-scripting` + `unity-physics`"). Never fabricate a skill name.

**Conflicting/multiple genres:** pick the dominant genre from the phrasing; mention the secondary
and offer to load it if the user confirms.

## Worked examples

| Request | Detected engine | Skills loaded (in order) |
|---------|-----------------|--------------------------|
| "add a double jump to my Godot player" | Godot (`project.godot`) | `godot-2d-movement` → `platformer` |
| "make an inventory for my Unity RPG" | Unity (`Assets/`+`ProjectSettings/`) | `unity-scriptableobjects` → `rpg` → `save-systems` |
| "build a 2D puzzle in Go with Ebitengine" | Ebitengine (named; later `go.mod`) | `ebitengine-game` → `puzzle` |
| "fix a stale HUD in my Go game" | Ebitengine (`go.mod` + game imports) | `ebitengine-game` → `game-ui-ux`; read text/UI, no new scaffold |
| "add player movement to my Defold game" | Defold (`game.project`) | `defold-core` → `input-systems` |
| "procedural dungeon roguelike in Godot" | Godot | `godot-tilemap` → `procedural-gen` → `roguelike` |
| "branching dialogue from a `.yarn` file" | (none required) | `dialogue-systems` (+ engine UI skill if an engine is detected) |
| "how do I design save slots with migration?" | (none) | `save-systems` only |
| "publish my game on itch with butler" | (any/none) | `itch-publish` only |
| "I want to make a game but don't know what to use" | unknown → ask, default Godot | router asks once; then e.g. `godot-nodes-scenes` |
| "make hits feel punchy in my Godot game" | Godot (`project.godot`) | `game-feel` (+ `camera-systems` for shake) |
| "the camera should follow my player smoothly" | (detected engine) | `camera-systems` (+ engine movement skill) |
| "my Unity game drops to 30 FPS, optimize it" | Unity (`Assets/`+`ProjectSettings/`) | `performance-optimization` (profile first) → engine skill |
| "make a cohesive pixel-art player and enemy set" | (detected engine) | `create-game-assets` → relevant engine import/rendering skill |

## References

- Full engine fingerprints, secondary signals, and disambiguation: `references/engine-detection.md`.
- Exhaustive per-skill trigger words, engine bindings, and binding gaps: `references/routing-table.md`.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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