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Agent Skill · 运维和基础设施

game-ci-cd-pipeline(游戏 CI CD 管道)

game-ci-cd-pipeline 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

game-ci-cd-pipeline 是运维和基础设施类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描有提醒项,按安装量在运维和基础设施类的 2,449 个 Skill 里排第 931。

总安装 1,148周安装 46GitHub Stars 11下载 372核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-ci-cd-pipeline(游戏 CI CD 管道)
来源仓库:https://github.com/akillness/oh-my-skills
仓库路径:skills/game-ci-cd-pipeline
安装命令:
npx skills add https://github.com/akillness/oh-my-skills --skill game-ci-cd-pipeline
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/akillness/oh-my-skills --skill game-ci-cd-pipeline

这个 Skill 是做什么的

运维和基础设施类 Skill 处理部署、监控、日志和云资源,多数需要较高的执行权限。

用于处理 GitHub 仓库、Issue 和 Pull Request 协作信息,辅助代码变更管理。适用于围绕 CI/CD 流程、自动化部署或构建流水线相关的协作事项进行整理。

安装方式:GitHub 仓库,命令为 npx skills add akillness/oh-my-skills --skill game-ci-cd-pipeline。使用前建议查看原始 README 了解输入格式和预期输出结构。注意权限范围和维护状态,避免触发不必要的网络请求或文件操作。

来源仓库内路径:skills/game-ci-cd-pipeline

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/akillness/oh-my-skills --skill game-ci-cd-pipe…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

game-ci-cd-pipeline 怎么安装?

在终端执行 npx skills add https://github.com/akillness/oh-my-skills --skill game-ci-cd-pipeline。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-ci-cd-pipeline 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-ci-cd-pipeline 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

game-ci-cd-pipeline 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

game-ci-cd-pipeline 用的人多吗?

公开数据是累计安装 1,148 次,近一周安装 46 次,下载 372 次,GitHub 11 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-ci-cd-pipeline 安全吗?

第三方扫描有提醒项,说明存在需要人工确认的行为。安装前请打开源码看清它读了什么、联网到哪里。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理运维和基础设施类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

运维和基础设施类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
brainstorming

头脑风暴 · Codex、Claude

3,148,776173,131操作浏览器MIT通过
copywriting

文案写作 · Codex、Claude

1,996,72425,583需要联网MIT通过
openclaw-secure-linux-cloud

OpenClaw secure linux cloud 命令行 · Codex、Claude

1,853,08840接触敏感数据未明确未通过
xget

xget 命令行 · Codex、Claude

1,799,28040执行命令未明确未通过
requesting-code-review

代码审查请求 · Codex、Claude

1,590,144173,103权限未标注MIT通过
game-ci-cd-pipeline

游戏 CI CD 管道 · 本页

1,14811只读未明确有提醒

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Game CI/CD Pipeline

Use this skill when the job is choosing the next game-pipeline artifact, not dumping a generic DevOps essay.

game-ci-cd-pipeline should answer two linked questions per run:

  1. Which signal tier / promotion lane is this?

- branch-gate — fast merge/commit validation - nightly-package-candidate — slower scheduled or manually triggered QA/review candidate builds - release-certification-candidate — protected, signed, approval-heavy release or cert candidates

  1. Which packet is the smallest honest next artifact inside that tier?

- pipeline setup - stage split - cache policy - preflight readiness - artifact/release hygiene - CI-signal hardening - or route-to-log-triage

Read these before choosing the packet:

When to use this skill

  • A Unity or Unreal team needs to set up CI/CD from scratch without overengineering it.
  • A pipeline is repeatedly flaky, slow, or opaque, and the real problem is workflow structure rather than one isolated log.
  • Build, cook/package, cache, artifact, or release-hand-off steps keep breaking trust in the pipeline.
  • A team still ships demo/review/release builds manually and needs the first reproducible pipeline packet.
  • A publisher helper, contractor, or technical lead needs a compact game-pipeline audit brief.

When not to use this skill

  • The main job is identifying the first actionable failure inside one specific Unity/Unreal build log → game-build-log-triage.
  • The main job is milestone coordination across design, QA, build pressure, and launch timing → bmad-gds.
  • The main job is runtime profiling or frame-time bottleneck diagnosis → game-performance-profiler.
  • The main job is Steam page / wishlist / launch-store operations → steam-store-launch-ops.
  • The main job is generic non-game CI/CD for ordinary web/backend repos → use the repo's broader DevOps skills instead.

Instructions

Step 1: Classify the signal tier first, then choose one primary packet type

Normalize the request into exactly one signal tier and one primary packet.

game_pipeline_packet:
  signal_tier: branch-gate | nightly-package-candidate | release-certification-candidate | unknown
  packet_type: pipeline-setup | stage-split | cache-policy | preflight-readiness | artifact-release | ci-signal-hardening | route-to-log-triage
  engine: Unity | Unreal | mixed | unknown
  ci_surface: GitHub Actions | Unity Build Automation | Jenkins | TeamCity | other | unknown
  target_platforms: Windows | macOS | Linux | Android | iOS | console | mixed | unknown
  release_context: prototype | internal QA | demo | playtest | certification | launch | live patch | unknown
  evidence_level: strong | partial | thin

Signal-tier meanings:

  • branch-gate — fast merge/commit validation where expensive packaging should stay exceptional
  • nightly-package-candidate — scheduled or manually triggered QA/review/demo candidate builds that are heavier than ordinary branch CI
  • release-certification-candidate — protected, approval-heavy, signed, store-bound, or cert-bound candidate work

Packet meanings:

  • pipeline-setup — first reproducible pipeline plan for a team still doing too much by hand
  • stage-split — separate restore/build/test/cook/package/publish so the first failing stage is visible
  • cache-policy — stop superstition around Library, Intermediate, Saved, DDC, or package caches
  • preflight-readiness — surface SDK/signing/toolchain/platform prerequisites before expensive packaging
  • artifact-release — fix artifact naming, retention, candidate-vs-release clarity, and QA handoff
  • ci-signal-hardening — improve feedback speed and trust without rewriting everything
  • route-to-log-triage — the request is mostly one red build/log and should move to game-build-log-triage

Step 2: Gather the minimum credible evidence

Pull only the smallest packet needed to justify the decision:

  • engine and version if known
  • current CI surface or workflow file
  • current trigger shape: PR/push, schedule/manual, protected release lane, or unknown
  • target platforms and release context
  • repeated failure pattern: compile, package, toolchain, cache, artifact confusion, speed, or trust
  • what still happens manually after CI finishes
  • current artifact naming / retention or approval rules if candidate promotion is part of the pain
  • one recent failing job/log if the team keeps pointing at a single red build

If evidence is thin, keep confidence low and prefer route-to-log-triage or a narrow packet over a fake full redesign.

Step 3: Choose the signal tier explicitly

Decide which lane owns the pain before suggesting the packet:

  • branch-gate when the complaint is slow PR/merge validation, heavy packaging on every branch, or weak fast feedback
  • nightly-package-candidate when QA/review/demo builds need heavier packaging, broader target coverage, or scheduled/manual promotion outside normal branch CI
  • release-certification-candidate when the work is approval-heavy, signed, store/cert-bound, or should have stricter artifact retention than ordinary CI
  • unknown only when the available evidence cannot distinguish the lane yet

If the user mixes multiple lanes, pick the lane that is currently bottlenecking trust and name the others as follow-up route-outs.

Step 4: Classify the primary blocker

Choose one primary blocker and at most one secondary blocker.

Primary blockers

  • reproducibility-drift
  • stage-boundary-blur
  • dependency-cache-policy
  • artifact-release-hygiene
  • platform-toolchain-readiness
  • feedback-speed-confidence
  • single-log-not-pipeline
  • unknown-needs-more-evidence

Typical mappings:

  • "Works on one machine but not in CI" → reproducibility-drift
  • "Our workflow is one giant job and we cannot tell what failed" → stage-boundary-blur
  • "We keep deleting caches until it passes" → dependency-cache-policy
  • "QA never knows which build is correct" → artifact-release-hygiene
  • "Android/iOS/console packaging fails late" → platform-toolchain-readiness
  • "Builds are slow and nobody trusts the signal" → feedback-speed-confidence
  • "Here is one failing packaging log" → single-log-not-pipeline

Step 5: Run the boundary check

Before writing advice, verify the lane:

  1. Is this a structural pipeline question or just a failing log?
  2. Does the chosen signal tier match the actual trigger/approval/artifact problem?
  3. Is the best next artifact one of the packet types above?
  4. Are you staying inside game-engine pipeline work instead of drifting into generic web-app DevOps?
  5. Are engine-specific details helping the diagnosis rather than bloating the front door?

If the answer is mostly "this is one failing log", route to game-build-log-triage and leave a short handoff packet. If the answer is mostly "this is really release-gate policy", route the policy decision to testing-strategies and keep this skill on game-engine implementation shape.

Step 6: Build the packet brief

Return this exact structure:

# Game CI/CD Brief

## Packet choice
- Signal tier: branch-gate | nightly-package-candidate | release-certification-candidate | unknown
- Packet type: ...
- Engine: ...
- CI surface: ...
- Release context: ...
- Confidence: high | medium | low

## Evidence used
- Workflow / system context: ...
- Repeated failure pattern: ...
- Manual steps still outside CI: ...
- Gaps / assumptions: ...

## Primary blocker
- Bucket: ...
- Why it matters now: ...
- Evidence: ...

## Secondary blocker
- Bucket: ...
- Why it matters now: ...

## Recommended pipeline shape
1. ...
2. ...
3. ...

## Engine and platform checks
- Unity / Unreal specifics: ...
- SDK / signing / toolchain: ...
- Cache or artifact policy: ...

## Recommended next artifact
- Choose one: pipeline setup plan | workflow stage split brief | cache-key policy | platform preflight checklist | artifact/release checklist | CI-signal hardening plan | log-triage handoff packet

## Route-outs
- Skill: ...
- Why: ...
- Packet to pass: ...

## What not to do yet
- 1-3 bullets that avoid brittle rewrites or cargo-cult caching

Step 7: Tailor the packet to the engine and signal tier

For Unity

  • watch engine/editor version pinning
  • ask whether Packages/manifest.json / lock inputs and platform modules are stable
  • separate package restore, build, test, and package stages
  • treat Library/ and package caches as explicit policy, not ritual cleanup
  • for branch-gate, bias toward fast compile/test/smoke feedback and cancel-in-progress behavior
  • for nightly-package-candidate or release-certification-candidate, make candidate naming, build-target grouping, signing, and artifact retention explicit

For Unreal

  • keep UBT/UHT, cook, package, and publish mentally separate
  • call out plugin/module drift, asset redirect fallout, and AutomationTool visibility
  • distinguish DDC/cache questions from packaging/log-root-cause work
  • make platform packaging prerequisites visible before late-stage failure
  • for branch-gate, avoid hiding every merge behind full cook/package unless the project risk truly requires it
  • for nightly-package-candidate or release-certification-candidate, make cook/package duration, target-specific prerequisites, and publish/promotion rules explicit

Step 8: Ask for the smallest missing packet

If confidence is low, request only what changes the decision:

  1. current workflow file or job outline
  2. trigger shape (PR/push vs schedule/manual vs protected release lane)
  3. engine version and target platforms
  4. one recent failed job/log if the issue may be single-log-not-pipeline
  5. current artifact naming / retention / approval pattern
  6. what still happens manually after CI completes

Output format

Always return a short game pipeline brief.

Required qualities:

  • choose one signal tier and one primary packet type
  • separate structural pipeline work from one-off log triage
  • recommend one next artifact, not a full platform rewrite
  • stay around 300-550 words unless the user asks for more
  • keep release/demo context visible when it changes the priority
  • make candidate promotion / approval truth explicit when it changes the answer

Examples

Example 1: Unity cache superstition

Input

Our Unity GitHub Actions build passes locally but fails after package updates. We keep deleting caches and rerunning until it works.

Good output direction

  • packet type: cache-policy
  • primary blocker: dependency-cache-policy
  • secondary blocker: reproducibility-drift
  • next artifact: cache-key policy
  • route-out remains optional unless one specific log becomes the real question

Example 2: Heavy packaging on every branch

Input

Our PR pipeline takes 70 minutes because Android packaging runs on every branch. What should change first?

Good output direction

  • signal tier: branch-gate
  • packet type: ci-signal-hardening or stage-split
  • primary blocker: feedback-speed-confidence
  • next artifact: CI-signal hardening plan or workflow stage split brief
  • call out that full packaging likely belongs in a heavier candidate lane, not every merge gate

Example 3: Unreal giant job blob

Input

We have an Unreal pipeline but packaging takes forever and failures show up as one giant log blob.

Good output direction

  • signal tier: usually nightly-package-candidate unless the user proves every merge truly needs full packaging
  • packet type: stage-split
  • primary blocker: stage-boundary-blur
  • secondary blocker: feedback-speed-confidence
  • next artifact: workflow stage split brief

Example 4: One failing packaging log

Input

Our Unreal Android packaging job failed last night. Here's the AutomationTool output.

Good output direction

  • packet type: route-to-log-triage
  • primary blocker: single-log-not-pipeline
  • route to game-build-log-triage
  • pass along the failing stage, engine version, target platform, and exact log excerpt

Example 5: Manual nightly/demo candidate process

Input

We already have a quick branch build, but QA needs a nightly Windows + Steam Deck candidate with clear artifact names.

Good output direction

  • signal tier: nightly-package-candidate
  • packet type: artifact-release or pipeline-setup
  • primary blocker: artifact-release-hygiene
  • next artifact: artifact/release checklist or pipeline setup plan
  • keep candidate naming, retention, and consumer handoff explicit

Best practices

  1. Name the signal tier before the packet — branch-gate, nightly/package-candidate, and release/certification work should not share one fake default answer.
  2. Act like a release engineer, not a generic infra lecturer — choose the next packet that reduces repeat pain.
  3. Preserve the log/pipeline boundary — one red build often needs game-build-log-triage before a structural rewrite.
  4. Treat caches as policy — define what is keyed, shared, invalidated, and intentionally regenerated.
  5. Expose stage boundaries — compile, test, cook/package, and publish should not collapse into one unreadable blob.
  6. Keep release context visible — prototype, demo, certification, and launch demand different tradeoffs.
  7. Prefer one next artifact over a sprawling CI/CD manifesto.
  8. Route release-gate policy to testing-strategies when the fight is governance, not engine-pipeline shape.

References

平台分布

Codex

31.89%
按下载量换算119

Claude

30.89%
按下载量换算115

Cursor

19.84%
按下载量换算74

Gemini CLI

9.81%
按下载量换算36

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

可疑

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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