skills/flutter-code/SKILL.md
Unified Flutter/Dart coding skill — write, extend, or optimize Dart code across all domains. Auto-triages: Quick (single-file widget, provider, model, utility, service), Deep (multi-file features, state machines, system builds, refactors spanning 3+ files), Optimize (simplify/clean up without behavior change). MUST use for ANY Flutter/Dart code request — writing widgets, creating providers, implementing features, building services, refactoring, cleaning up code, reducing rebuilds. Triggers: "write a widget," "create a provider," "build a feature," "implement service," "refactor," "clean up," "simplify," "optimize this." Do not use for UI-focused layout work (flutter-ui), tests (flutter-test), or debugging (flutter-debug).
npx skillsauth add cuozg/oh-my-skills flutter-codeInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Detect scope, pick mode, implement. Match local patterns, verify with analyzer, deliver complete code.
| Signal | Mode |
|--------|------|
| One .dart file, single widget/provider/model/utility | Quick |
| 2+ files, build feature, implement service+provider+UI, refactor across classes | Deep |
| "Clean up," "simplify," "optimize," "reduce rebuilds," behavior unchanged | Optimize |
State triage: "This is [mode] — [reason]."
Load read_skill_file("flutter-code", "references/quick-mode.md") for patterns.
.dart file suffices; escalate to Deep if scope growsconst constructors, proper null-safety, trailing commaslsp_diagnostics on changed file@riverpod usedLoad read_skill_file("flutter-code", "references/deep-mode.md") for multi-file workflow.
lsp_diagnostics per layer, then all filesdart run build_runner build), testing guidanceLoad read_skill_file("flutter-code", "references/optimize-mode.md") for refactoring patterns.
const, complex conditionals, duplicated logic, improper provider usageconst, use select() for granular provider reads, simplify control flow, remove dead importslsp_diagnostics on every changed fileTODO, stubs, or partially wired codelsp_diagnostics after every code change@riverpod) is default — use manual providers only if project already doesconst constructors wherever possible| From | To | When | |------|----|------| | Quick | Deep | Work requires a second file or new feature layer | | Deep | Quick | Plan reveals single-file scope | | Any | Optimize | User pivots to cleanup-only |
Carry forward context; tell user why.
Load on demand via read_skill_file("flutter-standards", "references/<path>"):
dart-style-guide.md — Naming, formatting, null-safety, linting rulesarchitecture-patterns.md — Feature-first structure, layered architecture, repository patternstate-management-guide.md — Riverpod 2.x codegen, Notifier/AsyncNotifier, provider scopingcode-organization.md — Feature folder anatomy, barrel files, pubspec essentialsdependency-injection.md — Riverpod as DI, service locator alternativesasync-streams.md — Future/Stream patterns, error propagation, Completer usagetesting-patterns.md — Testability patterns (DI-friendly, mockable design)performance-optimization.md — Rebuild profiling, RepaintBoundary, memory optimizationdebug-logging.md — Structured logging, DevTools integrationtools
Generate Unity raster image assets through Unity MCP: game sprites, item art, backgrounds, UI icons, portraits, concept images, transparent cutouts, image edits, upscales, background removal, and Unity scene or Game View screenshots. Use when a Unity project needs image files imported under Assets or screenshots captured from the editor. Do not use for meshes, audio, animation, materials, gameplay code, UI Toolkit layout, or generic non-Unity image generation.
tools
Create Unity technical solution documents from user requirements, feature ideas, bug goals, specs, or codebase problems. Use when the user asks for a technical approach, architecture, implementation strategy, solution options, feasibility analysis, system design, or "how should we build/fix this" for Unity runtime, Editor, tools, assets, data, UI, WebGL, SDKs, or production pipelines.
tools
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
development
Convert a spec document into an implementation TODO list in the same spec folder. U se when the user says goal-todo, todo from spec, generate tasks from spec, turn this spec into todos, create implementation checklist, extract tasks, or asks to read a Docs/Specs design doc and produce what must be implemented. Includes UI/UX review and codebase investigation before writing the checklist. Do not use for implementing the tasks, creating new goal files, writing test cases, or verifying completed work.