.claude-plugin/skills/messagebox/SKILL.md
--- name: messagebox description: MessageBox async modal dialogs for Unity with UniTask. Triggers on: confirmation dialog, modal popup, prompt, alert, user confirmation, yes/no dialog, OK/Cancel, async dialog, await user input, delete confirmation, save confirmation --- # MessageBox - Async Modal Dialogs Built on UniTask for non-blocking async operations with automatic object pooling. ## When to Use - Confirmation dialogs (Yes/No, OK/Cancel) - Information prompts (OK only) - Awaiting user dec
npx skillsauth add jasonxudeveloper/jengine .claude-plugin/skills/messageboxInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Built on UniTask for non-blocking async operations with automatic object pooling.
public static UniTask<bool> Show(
string title,
string content,
string ok = "OK",
string no = "Cancel"
)
Returns true for confirm, false for cancel.
MessageBox.CloseAll() - Dismiss all active dialogs (for scene transitions)MessageBox.Dispose() - Release all pooled instances (app shutdown)MessageBox.ActiveCount - Currently displayed dialogsMessageBox.PooledCount - Cached instances in poolbool confirmed = await MessageBox.Show(
"Delete Item",
"Are you sure you want to delete this item?",
ok: "Delete",
no: "Cancel"
);
if (confirmed)
{
DeleteItem();
}
bool saved = await MessageBox.Show(
"Save Changes",
"Keep your changes?",
ok: "Save",
no: "Discard"
);
// Pass null or empty string to hide cancel button
await MessageBox.Show(
"Success",
"Operation completed!",
ok: "OK",
no: null
);
MessageBox.CloseAll();
SceneManager.LoadScene("NextScene");
tools
--- name: jobjectpool description: JObjectPool thread-safe object pooling for Unity. Triggers on: object pool, GC optimization, reusable instances, bullet pool, enemy pool, effect pool, spawn pool, reduce garbage collection, memory optimization, pool prewarm, Rent Return pattern, lock-free pool --- # JObjectPool - Thread-Safe Object Pooling Thread-safe, lock-free generic object pooling for Unity using CAS operations. Works with job system and async operations. ## When to Use - Frequently inst
tools
--- name: jaction description: JAction fluent chainable task system for Unity. Triggers on: sequential tasks, delay, timer, repeat loop, WaitUntil, WaitWhile, async workflow, zero-allocation async, coroutine alternative, scheduled action, timed event, polling condition, action sequence, ExecuteAsync, parallel execution --- # JAction - Chainable Task Execution Fluent API for composing complex action sequences in Unity with automatic object pooling, zero-allocation async, and parallel execution
tools
--- name: game-patterns description: Zero-GC game patterns with JEngine using modern C# 9+. Triggers on: game loop, spawn system, wave spawner, cooldown, ability timer, damage over time, DoT, health regen, bullet pool, enemy pool, object pool pattern, projectile system, combat system, zero allocation, no GC, performance optimization --- # Game Patterns with JEngine Zero-GC patterns using JAction + JObjectPool with modern C# 9+ features. ## Principles 1. **Async-First:** Always use `ExecuteAs
tools
--- name: editor-ui description: JEngine Editor UI component library with theming. Triggers on: custom inspector, editor window, Unity editor UI, UIElements, VisualElement, JButton, JStack, JCard, JTextField, JDropdown, JTabView, tab view, tabbed container, design tokens, dark theme, light theme, editor styling, themed button, form layout, progress bar, status bar, toggle button, button group --- # JEngine Editor UI Components Modern UI component library for Unity Editor using UIElements with