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NintendaDev/unikit-ai/skills/unikit-docs/SKILL.md

unikit-docs

Generate and maintain the project's TECHNICAL documentation from its codebase — scans the project structure, tech stack, and module boundaries, then writes a lean README landing page plus detailed topic pages (architecture, modules, setup, build, APIs), only the docs that are relevant. Use whenever the user wants to create, update, or validate documentation of the CODE or the project itself, e.g. "generate documentation", "create docs", "write the README", "update the project docs", "document th

Source repository stars
16
Declared platforms
0
Static risk flags
2
Last source update
2026-08-19
Source checked
2026-08-25

Decision brief

What it does: where it fits

Generate, maintain, and improve documentation for game projects following a landing-page README + detailed docs/ structure.

Best for

    Not for

    • Tasks that require unconfirmed production actions or broad system permissions.
    • Environments where the pinned source and install steps cannot be inspected.

    Compatibility matrix

    Platform support, with evidence labels

    PlatformStatusEvidenceWhat to check
    CodexNot declaredNo explicit evidencePortability before use
    Claude CodeNot declaredNo explicit evidencePortability before use
    CursorNot declaredNo explicit evidencePortability before use
    Gemini CLINot declaredNo explicit evidencePortability before use
    Open the compatibility checker

    Installation

    Inspect first. Install second.

    The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.

    Source-detected install commandSource
    npx skills add https://github.com/NintendaDev/unikit-ai --skill "skills/unikit-docs"
    Safe inspection promptEditorial

    Inspect the Agent Skill "unikit-docs" from https://github.com/NintendaDev/unikit-ai/blob/b6fd42c24aaadd46e91c6c94da9cc0078b5ecb8c/skills/unikit-docs/SKILL.md at commit b6fd42c24aaadd46e91c6c94da9cc0078b5ecb8c. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.

    Workflow

    What the source asks the agent to do

    1. 01

      Workflow

      1. Read .unikit/config.yaml — extract language.ui and language.artifacts (all subsequent output uses these language settings) 2. Read .unikit/DESCRIPTION.md (if exists) — project overview, tech stack 3. Read .unikit/ARCHITECTURE.md (if exists) — architecture decisions, module st…

      Read .unikit/config.yaml — extract language.ui and language.artifacts (all subsequent output uses these language settings)Read .unikit/DESCRIPTION.md (if exists) — project overview, tech stackRead .unikit/ARCHITECTURE.md (if exists) — architecture decisions, module structure
    2. 02

      Step 0: Load Project Context

      1. Read .unikit/config.yaml — extract language.ui and language.artifacts (all subsequent output uses these language settings) 2. Read .unikit/DESCRIPTION.md (if exists) — project overview, tech stack 3. Read .unikit/ARCHITECTURE.md (if exists) — architecture decisions, module st…

      Read .unikit/config.yaml — extract language.ui and language.artifacts (all subsequent output uses these language settings)Read .unikit/DESCRIPTION.md (if exists) — project overview, tech stackRead .unikit/ARCHITECTURE.md (if exists) — architecture decisions, module structure
    3. 03

      Step 0.1: Parse Flags

      Review the “Step 0.1: Parse Flags” section in the pinned source before continuing.

      Review and apply the “Step 0.1: Parse Flags” source section.
    4. 04

      Step 1: Auto-Detect Project

      This is the heart of universality. Scan the project to understand its real structure before generating anything.

      Path exists → scan it normallyPath missing → WARN: "Path Assets/OldFolder from config not found. Remove from config?"Offer to remove dead paths. Don't auto-remove — the path might be temporarily missing (branch switch, pending asset import).
    5. 05

      Step 1.6: Deep Code Analysis

      Before generating any documents, systematically explore the codebase to build a deep understanding of how systems connect. This step transforms surface-level detection (Step 1) into the rich relationship map that makes documentation truly valuable.

      Find the entry scene → identify root GameObjects with context componentsFind ALL Installer.cs files → read each one fully, extract every bindingMap the initialization order: loading operations → IInitializable chain → NonLazy activations

    Permission review

    Static risk signals and limitations

    Reads files

    low · line 415

    The documentation asks the agent to read local files, directories, or repositories.

    *Mandatory after any content change.** Read every generated/modified file and run the full review.

    Writes files

    medium · line 441

    The documentation asks the agent to create, modify, or delete local files.

    Create `docs-html/` directory

    Evidence record

    Why each signal appears

    EvidenceSourceComputedTestedEditorial
    SignalValueEvidence typeMeaning
    Quality score99/100ComputedDocumentation, specificity, maintenance, and trust rules
    Repository stars16SourceRepository attention, not individual Skill quality
    Compatibility0 platformsSourceDeclared in the catalog source record
    Usage guideautomated source guideEditorialGenerated or reviewed according to the visible evidence level

    Pinned source

    Provenance and original SKILL.md

    Repository
    NintendaDev/unikit-ai
    Skill path
    skills/unikit-docs/SKILL.md
    Commit
    b6fd42c24aaadd46e91c6c94da9cc0078b5ecb8c
    License
    MIT
    Collected
    2026-08-25
    Default branch
    main
    View the original SKILL.md

    Docs — Project Documentation Generator

    Generate, maintain, and improve documentation for game projects following a landing-page README + detailed docs/ structure.

    Core Principles

    1. README is a landing page, not a manual. ~80-120 lines. First impression, tech stack, quick start, links to details.
    2. Details go to docs/. Each file is self-contained — one topic, one page.
    3. No duplication. If information lives in docs/, README links to it — does not repeat it.
    4. Detection-first. Scan the project before deciding which documents to generate. Never assume specific frameworks, folder structures, or patterns — discover them.
    5. Navigation. Every docs/ file has a header line with prev/next links following the Documentation table order. Every page ends with a "See Also" section linking to 2-3 related pages.
    6. Scannable. Use tables, bullet lists, and code blocks. Avoid long paragraphs.

    Language Awareness — BLOCKING PRE-REQUISITE

    BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md and apply its rules to ALL subsequent output. If the file is missing or unreadable, fall back to English. Do not produce any user-facing output until language rules are loaded. Do not announce, confirm, or mention the language setting.

    Subagent Delegation — BLOCKING PRE-REQUISITE

    When the workflow reaches a step that requires a subagent (Agent), the assistant MUST automatically spawn the subagent if agent execution is supported by the current environment and not prohibited by higher-priority instructions.

    Only if agent execution is unavailable or blocked, the assistant MUST ask the user before proceeding with any alternative.

    Skill-specific rules:

    • Navigation text is translated to the configured language ([<- Предыдущая], Назад к README, Далее ->, См. также)
    • docs-config.json is NOT translated — it stays in English (machine-readable config)

    Workflow

    Step 0: Load Project Context

    1. Read .unikit/config.yaml — extract language.ui and language.artifacts (all subsequent output uses these language settings)
    2. Read .unikit/DESCRIPTION.md (if exists) — project overview, tech stack
    3. Read .unikit/ARCHITECTURE.md (if exists) — architecture decisions, module structure
    4. Read .unikit/skill-context/unikit-docs/SKILL.mdMANDATORY if exists. Project-specific overrides. Skill-context rules win over general rules on conflict.
    5. Read AGENTS.md (if exists) — current documentation index

    Step 0.1: Parse Flags

    --web → Also generate HTML version of documentation (see Step 6)
    

    Step 1: Auto-Detect Project

    This is the heart of universality. Scan the project to understand its real structure before generating anything.

    1.1: Load Engine Rules

    Read {{skills_dir}}/{{self_name}}/references/ENGINE_RULES.md — this file is installed by the unikit setup and contains all engine-specific detection tables, folder structure patterns, module boundary mechanism, and deep analysis patterns for the current project's engine.

    1.2: Detect Tech Stack

    Using the detection tables from the loaded engine rules file, scan the project's package manifest and plugin directories for known frameworks.

    Record detected stack — it determines which conditional documents to generate.

    1.3: Detect Folder Structure

    Using the folder structure patterns from the loaded engine rules file, scan the project for script locations, modular structures, special folders, scenes, and tests. Don't assume any specific structure — discover it.

    Also scan for module boundary files (per engine rules) to map the project's module/assembly structure.

    1.4: Load or Generate docs-config.json

    Check if .unikit/docs-config.json exists:

    If exists → load it, then run reconciliation (Step 1.5) to sync config with reality.

    If not exists → generate based on detection results:

    {
      "detected_stack": {
        "engine": "{{engine_name}} 6 (6000.0.68f1)",
        "di": "Zenject",
        "async": "UniTask",
        "events": "Custom SignalBus",
        "ui": "ASPID MVVM",
        "reactive": "R3"
      },
      "scan_paths": {
        "scripts": ["Assets/Game/Scripts"],
        "modules": ["Assets/Modules", "Assets/Modules/Pawnshop"],
        "scenes": ["Assets/Game/Scenes"],
        "editor": ["Assets/Editor", "Assets/Game/Scripts/Editor"],
        "tests": ["Assets/Game/Tests"]
      },
      "exclude_paths": [
        "Assets/Plugins",
        "Assets/Third-Party Assets"
      ],
      "documents": {
        "core": ["readme", "getting-started", "architecture", "project-map"],
        "conditional": ["di-bindings", "events", "save-system", "game-systems", "testing", "editor-tools"]
      },
      "output_dir": "docs"
    }
    

    Present the generated config to the user for confirmation before proceeding. This is their chance to add paths, remove documents, or adjust detection results.

    Conditional document rules — generate only if detected:

    DocumentGenerate when
    di-bindingsDI framework detected (Zenject, VContainer, etc.)
    eventsEvent/signal system detected
    save-systemSave serialization classes detected
    game-systemsGameplay controllers, FSM, AI systems detected
    testingTest assembly definitions detected
    editor-toolsCustom Editor scripts detected
    buildAddressables or custom build pipeline detected
    ui-systemUI framework beyond basic UGUI detected

    1.5: Reconciliation (config vs reality)

    When docs-config.json already exists, run a three-way comparison: config vs detected state vs existing docs/. This ensures the config stays in sync as the project evolves.

    a) Validate scan_paths — do configured paths still exist?

    For each path in scan_paths, check if it exists on disk:

    • Path exists → scan it normally
    • Path missing → WARN: "Path Assets/OldFolder from config not found. Remove from config?"
    • Offer to remove dead paths. Don't auto-remove — the path might be temporarily missing (branch switch, pending asset import).

    b) Detect new paths — did the project grow?

    Scan Assets/ for common script locations (same list from Step 1.2). If a new populated folder is found that isn't in scan_paths or exclude_paths:

    • INFO: "Found Assets/NewModule/ with scripts — not in config. Add to scan_paths?"
    • Offer to add. Don't force — the user may intentionally exclude it.

    c) Reconcile tech stack — did packages change?

    Re-run detection (Step 1.1) and compare with detected_stack in config:

    SituationAction
    New framework found (not in config)Suggest: "Detected Mirror in manifest.json. Add networking document?" → update config + generate doc
    Framework removed (in config but not detected)Suggest: "Zenject no longer detected. Keep di-bindings document?" → user decides
    Version changedSilently update detected_stack in config

    d) Reconcile documents — config vs docs/ folder

    SituationAction
    Document in config but no file in docs/Generate it (probably new addition by user)
    Document NOT in config but file exists in docs/Do NOT delete. Skip updates. Warn: "docs/save-system.md exists but is not in config — it won't be updated"
    Document in config, file existsUpdate normally (State C behavior)
    Any file under docs/design/**Out of scope — owned by /unikit-gd-docs. Do NOT warn, suggest, absorb into config, or touch it. Only the top-level docs/*.md is reconciled here.

    e) Present reconciliation report

    If any discrepancies found, show a summary before proceeding:

    Config reconciliation:
    
    Paths:
      ✅ Assets/Game/Scripts — exists
      ✅ Assets/Modules — exists
      ⚠️ Assets/OldFolder — not found (remove from config?)
      🔍 Assets/NewFeature/ — found, not in config (add?)
    
    Tech stack:
      ✅ DI: Zenject — unchanged
      🔍 Networking: Mirror — detected, not in config
      ❌ Save: Custom SaveSerializer — no longer detected
    
    Documents:
      ✅ 4 core + 3 conditional — in sync
      🔍 networking — suggested (Mirror detected)
      ⚠️ docs/save-system.md — exists but removed from config
    
    Apply suggestions?
    1. Apply all
    2. Let me pick
    3. Skip — use config as-is
    

    Based on choice:

    • Apply all → update docs-config.json with all suggestions, proceed to Step 1.6
    • Let me pick → present each suggestion individually for approval, apply selected
    • Skip → use config as-is, proceed to Step 1.6

    After reconciliation, update docs-config.json with confirmed changes and proceed to Step 1.5.

    Step 1.6: Deep Code Analysis

    Before generating any documents, systematically explore the codebase to build a deep understanding of how systems connect. This step transforms surface-level detection (Step 1) into the rich relationship map that makes documentation truly valuable.

    This step is mandatory. Shallow detection produces shallow docs — catalogs of classes without explaining how they work together. The quality of documentation directly depends on the depth of analysis performed here.

    Launch multiple exploration tasks in parallel using Agent(subagent_type: Explore, model: sonnet, ...) to cover different analysis dimensions. Each substep below (1.6.1–1.6.4) should be a separate Agent call with a focused prompt.

    Fallback: If Agent tool is unavailable, perform analysis inline using Glob/Grep/Read.

    1.6.1: Bootstrap & Initialization Chain

    Trace the full startup sequence from entry scene to gameplay-ready state:

    • Find the entry scene → identify root GameObjects with context components
    • Find ALL *Installer.cs files → read each one fully, extract every binding
    • Map the initialization order: loading operations → IInitializable chain → NonLazy activations
    • Trace loading operation dependencies (what must complete before what)

    Output: Ordered initialization graph with dependencies between steps.

    1.6.2: Complete Communication Map

    Build a full catalog of ALL inter-system communication — not just the obvious signals:

    SignalBus events:

    • Find ALL ISignal implementations (grep : ISignal in all project .cs files)
    • For each signal: find every Invoke<Signal> (publishers) and Subscribe<Signal> (subscribers)
    • Detect signal chains — when a signal handler triggers another signal

    R3 reactive streams:

    • Find all ReactiveProperty<>, Subject<>, ReadOnlyReactiveProperty<> declarations
    • Trace who subscribes to each stream (.Subscribe(), .Select(), .Where(), .Switch())
    • Map the reactive data flow: Model → ViewModel → View

    Direct DI dependencies:

    • Read constructor parameters of key services to build the dependency graph
    • Identify hub services (injected by 3+ consumers)

    Output: Complete communication topology with three layers: signals, reactive streams, DI dependencies.

    1.6.3: End-to-End Feature Flows

    Trace 2-3 key user-facing features from trigger to completion:

    • Start from user action or external trigger
    • Follow through every system touched: controller → service → model → view → save
    • Note every signal fired, every observable updated, every state change
    • Identify cross-module boundaries crossed
    • Record the communication mechanism at each step (DI call, signal, R3 stream, direct call)

    Pick flows that touch the most systems — these reveal the real architecture.

    Output: Step-by-step sequence for each flow with class names and mechanisms at each boundary.

    1.6.4: Cross-System Interaction Matrix

    Build a matrix showing how major systems interact:

                 | Characters | Trade | MiniGames | Wallets | Save | UI
    Characters   |     —      |  DI   |   Signal  |   —     |  —   | R3
    Trade        |    DI      |   —   |     DI    |   DI    | Save | Signal
    

    For each non-empty cell: note the mechanism (DI, Signal, R3, Direct) and direction.

    Output: Interaction matrix with mechanism annotations + list of hub systems.

    1.6.5: Consolidate Analysis

    Merge outputs from all parallel Agent results. This analysis is NOT published — it feeds into Step 3 to produce rich, connected documentation.

    Key things to capture:

    • Hub systems (many connections) vs isolated modules
    • Data that flows through many systems (e.g., customer data, wallet balance)
    • Recurring patterns across the codebase (Controller pattern, SaveSerializer pattern, etc.)
    • Surprising or non-obvious connections between systems
    • Any circular dependencies or architectural concerns

    Step 2: Determine Current State

    State A: No README.md                → Full generation (README + docs/)
    State B: README.md exists, no docs/  → Analyze README, propose split into docs/
    State C: README.md + docs/ exist     → Audit and improve
    

    State C with --web flag — ask the user:

    Documentation already exists (README.md + docs/).
    
    Options:
    1. Generate HTML only — build site from current docs
    2. Audit & improve first — check for issues, then generate HTML
    3. Audit only — check without generating HTML
    

    Based on choice:

    • HTML only → skip Steps 3–5, proceed directly to Step 6 (HTML Generation) → STOP (do not run Steps 7, 8 — no markdown content was changed)
    • Audit & improve → run State C audit (Step 3, State C), fix issues, then proceed to Step 6
    • Audit only → run State C audit, report issues → STOP

    Step 2.1: Check for Scattered Markdown Files

    Scan project root for .md files. Propose consolidating relevant ones into docs/:

    Root fileTarget in docs/Action
    CONTRIBUTING.mddocs/contributing.mdMove
    ARCHITECTURE.mddocs/architecture.mdMove
    SETUP.mddocs/getting-started.mdMerge
    TESTING.mddocs/testing.mdMove

    Files that stay in root: README.md, CHANGELOG.md, LICENSE, CODE_OF_CONDUCT.md, AGENTS.md.

    Always ask before moving. Never force-move files.

    Step 3: Generate Documents

    State A: Full Generation

    3.1: Confirm document list

    Present detected documents to the user:

    Based on project scan:
    
    Core documents (always generated):
      ✅ README.md — project landing page
      ✅ docs/getting-started.md — setup, prerequisites, first run
      ✅ docs/architecture.md — project structure and patterns
      ✅ docs/project-map.md — modules, assemblies, namespaces
    
    Conditional documents (detected):
      ✅ docs/di-bindings.md — [FrameworkName] installer map
      ✅ docs/events.md — event system catalog
      ✅ docs/testing.md — test infrastructure
      ❌ docs/networking.md — no networking framework detected
    
    Options:
    1. Generate all detected
    2. Let me pick
    3. Add more topics
    

    Based on choice:

    • Generate all detected → proceed to Step 3.2 with full document list
    • Let me pick → present each document individually for approval, generate only selected
    • Add more topics → ask user for additional topics via AskUserQuestion, merge with detected list, re-confirm
    3.2: Generate README.md

    For the README template and content guidelines → read {{skills_dir}}/{{self_name}}/references/DOC-TEMPLATES.md (README section).

    Key rules:

    • Tech Stack table derived from detected_stack
    • Quick Start with real engine version (per engine rules: version detection method)
    • Key Features from .unikit/DESCRIPTION.md or codebase scan
    • Documentation table linking to all generated docs/ pages
    • ~80-120 lines total
    3.3: Generate docs/ files

    For content guidelines per document type → read {{skills_dir}}/{{self_name}}/references/DOC-TEMPLATES.md.

    Every file follows this structure (navigation text in project language):

    [<- Previous](prev.md) . [Back to README](../README.md) . [Next ->](next.md)
    
    # Topic Title
    
    Content with tables, code blocks, diagrams.
    
    ## See Also
    
    - [Related Topic](topic.md) — brief description
    

    Navigation text is translated to the project language. For example, with "language": "ru":

    [<- Предыдущая](prev.md) . [Назад к README](../README.md) . [Далее ->](next.md)
    ## См. также
    

    Navigation link order follows the Documentation table in README.md. First page omits prev link; last page omits next link.

    Content generation approach:

    • Use the deep analysis from Step 1.6 as the primary source — it contains the communication map, dependency chains, and feature flows
    • Supplement with Agent(subagent_type: Explore, model: sonnet, ...) for specific details not covered by the analysis. Fallback: If Agent tool is unavailable, use Glob/Grep/Read inline
    • For each document, verify against actual code — don't guess at structures
    • Include real class names, real file paths, real namespace examples
    • Draw ASCII dependency diagrams, sequence diagrams, and interaction matrices
    • Show cross-system connections: how systems communicate, what triggers what, where data flows
    • Prefer "how things connect" over "what things exist" — connections are more valuable than catalogs

    State B: Split Existing README

    1. Analyze which sections should stay (landing page) vs move to docs/
    2. Propose split plan to user
    3. Execute with confirmation
    4. Verify no content lost — every section from old README must exist somewhere

    State C: Improve Existing Docs

    1. Audit:
      • README length (is it still a landing page, <150 lines?)
      • Missing topics (aspects of the project not documented)
      • Stale content (references to files/APIs that no longer exist)
      • Navigation (all docs have prev/next + See Also?)
      • Broken links (verify all internal links)
      • Consistency (same formatting across all docs)
    2. Propose improvements with status indicators per item
    3. Apply fixes after user confirmation

    Step 4: Documentation Review

    Mandatory after any content change. Read every generated/modified file and run the full review.

    For comprehensive checklists (Technical, {{engine_name}}-Specific, "New User Eyes" readability, Standards Compliance) → read {{skills_dir}}/{{self_name}}/references/REVIEW-CHECKLISTS.md.

    Key areas to verify:

    • Technical accuracy — file paths, class names, framework versions, assembly references match reality
    • Readability — prev/next navigation, "See Also" sections, proper table formatting, no placeholders
    • Language — all prose in project language from .unikit/config.yaml (language.artifacts); code identifiers and file names in English
    • Standards compliance — gaps detected per checklist auto-fix table

    Fix issues before presenting result to the user.

    Step 5: Clean Up Moved Files

    If files were moved from root into docs/ (Step 2.1) — offer to delete originals after review confirms content is preserved.

    Always ask before deleting. The user may want to keep originals temporarily.

    Step 6: HTML Generation (--web)

    When --web flag is passed:

    For the complete conversion process, template placeholders, nav_links format, markdown→HTML conversion rules, and auto-features documentation → read {{skills_dir}}/{{self_name}}/references/HTML-GENERATION.md.

    Summary of the process:

    1. Create docs-html/ directory
    2. Read templates/html-template.html (use as base for all pages)
    3. For each markdown file → convert to HTML following conversion rules from {{skills_dir}}/{{self_name}}/references/HTML-GENERATION.md
    4. Replace template placeholders ({project_name}, {page_title}, {nav_links}, {content}, {prev_link}, {next_link})
    5. Fix .md links to .html
    6. Generate navigation sidebar with class="active" on current page
    7. Add docs-html/ to .gitignore if not already there

    File mapping: README.mdindex.html, docs/*.md*.html. The docs/*.md glob is intentionally top-level / non-recursive — it does not descend into docs/design/**, which is owned and rendered (Markdown and, under its own --web, HTML) by /unikit-gd-docs, the game-design GDD export. Never relink, convert, or overwrite a docs/design/ page.

    Step 7: Update AGENTS.md

    If AGENTS.md exists, update its ## Documentation section:

    ## Documentation
    
    | Document | Path | Description |
    |----------|------|-------------|
    | README | README.md | Project landing page |
    | Getting Started | docs/getting-started.md | Installation and setup |
    | Architecture | docs/architecture.md | Project structure and patterns |
    | ... | ... | ... |
    

    List README first, then docs/ files in Documentation table order. Keep descriptions concise (<10 words).

    Step 8: Save docs-config.json

    If config was generated in Step 1.3, save to .unikit/docs-config.json. This allows future runs to skip detection and respect user customizations.

    Context Cleanup

    Suggest the user to free up context space if needed: /clear (full reset) or /compact (compress history).

    Important Rules

    1. Detection first — never assume specific frameworks or folder structures. Scan, then decide.
    2. Always ask before changes to existing documentation — show the plan first.
    3. Never delete content without moving it somewhere else first.
    4. Detect real project info — don't invent features; read actual files.
    5. Use project language from .unikit/config.yaml (language.artifacts) for all prose, headings, navigation, descriptions, and user-facing messages. File names, code identifiers, and framework names stay in English.
    6. Preserve existing content — badges, logos, custom sections in README.
    7. Ownership boundary — this skill owns README.md, the top-level docs/*.md (the non-design pages), docs-html/*, .unikit/docs-config.json, and the Documentation section in AGENTS.md. It does NOT own docs/design/** (the game-design GDD render, owned by /unikit-gd-docs), .unikit/ARCHITECTURE.md, .unikit/RULES.md, or .unikit/DESCRIPTION.md.
    8. Don't duplicate .unikit/ content — if ARCHITECTURE.md or DESCRIPTION.md exist in .unikit/, use them as source material and enrich, don't copy verbatim.
    9. NEVER add Co-Authored-By or any AI attribution trailers to commits.
    10. Agent-based delegation — use Agent(subagent_type: Explore, model: sonnet, ...) for deep code analysis. If Agent tool is unavailable, fall back to inline work (Glob/Grep/Read). Lightweight Glob/Grep for quick checks is always allowed without delegation.

    Frequently asked questions

    What to verify before installation and use

    What does the unikit-docs source document cover?

    Generate, maintain, and improve documentation for game projects following a landing-page README + detailed docs/ structure.

    How do I install unikit-docs?

    The source record exposes this install command: npx skills add https://github.com/NintendaDev/unikit-ai --skill "skills/unikit-docs". Inspect the command and pinned source before running it.

    Which permission-related actions were detected?

    Static rules flagged read-files, write-files in the source; the page lists the matching lines and excerpts.

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    wyre-technology/msp-claude-plugins

    Hudu Passwords

    Hudu secure credential storage: the /api/v1/asset_passwords endpoint (the UI calls these "Passwords"), company scoping and password folders, TOTP secrets, per-API-key password permissions, activity-log auditing, rotation workflows, and output-safety rules for handling plaintext credential values.