theone-cocos-standards

Enforce Cocos Creator 3.x TypeScript standards for playable ads code quality and performance.

Updated Apr 3, 2026
One-click install
npx skills add https://github.com/dyCuong03/cocos-agent-team --skill theone-cocos-standards-dycuong03
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: theone-cocos-standards
Source: https://github.com/dyCuong03/cocos-agent-team/tree/main/skills/theone-cocos-standards
Command: npx skills add https://github.com/dyCuong03/cocos-agent-team --skill theone-cocos-standards-dycuong03

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill eliminates inconsistent code quality, architectural violations, and performance bottlenecks in Cocos Creator 3.x playable ads development, ensuring all team code meets TheOne Studio's strict production-ready standards.

Core Features & Use Cases

  • Code Quality Enforcement: Automatically validates TypeScript strict mode, access modifiers, error handling, and code hygiene rules for all Cocos Creator components.
  • Architecture Compliance: Checks for correct component lifecycle usage, event listener cleanup, and required reference validation to prevent crashes and memory leaks.
  • Playable Performance Optimization: Provides guidelines and checklists for <10 DrawCalls, zero allocations in update loops, <5MB bundle size, and GPU skinning for smooth 60fps playable ads.
  • Use Case: When a developer writes a new player controller component, the skill flags missing access modifiers, unvalidated @property references, and vector allocations in the update loop before the code is committed. During code review, it also catches missing event listener unregistration and oversized texture assets that blow the bundle budget.

Quick Start

Use this skill to review your new Cocos Creator 3.x TypeScript component against TheOne Studio's development standards to catch code quality, architecture, and playable performance issues before merging.

Frequently Asked Questions about theone-cocos-standards

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I reduce DrawCalls in Cocos Creator for playable ads?

To enforce zero allocations in Cocos Creator update loops, validate TypeScript components for vector instantiation inside frame updates. Refactor update logic to reuse cached objects instead of creating new vector instances during gameplay loops.

How do I prevent memory leaks in Cocos Creator component lifecycle?

To optimize Cocos Creator bundle size for playable ads, apply texture asset review guidelines and enforce a strict total bundle size limit under 5MB. This involves flagging oversized assets during code review to satisfy deployment budget requirements.

How do I enforce TypeScript strict mode in Cocos Creator components?

Yes, you can use this Skill to review existing Cocos Creator TypeScript code. It applies to writing, refactoring, and reviewing code by checking for architectural violations, missing event listener unregistration, and performance bottlenecks during code review.

What are the performance standards for Cocos Creator playable ads?

Performance standards for Cocos Creator playable ads include TypeScript strict mode compliance, zero allocations in update loops, fewer than 10 DrawCalls per scene, and a total bundle size under 5MB to ensure smooth 60fps deployment.