tauri-app-persisted-scope
Persist file system and other plugin scopes across app restarts using the Tauri v2 persisted-scope plugin. Use when retaining user-granted file access between sessions, implementing scope expiration policies, or managing scope revocation flows.
tauri-app-planning
Plan and architect Tauri 2.0 applications from requirements to implementation, including plugin selection, capability design, and state management. Use when starting a new Tauri project, creating a technical roadmap, or mapping features to specific tauri-app-* plugins.
tauri-app-plugin-permissions
Author and audit Tauri v2 plugin permissions, generate capability files, and handle cross-platform permission differences. Use when writing plugin permission schemas, generating capabilities/default.json, or auditing permissions across Windows/macOS/Linux/mobile.
tauri-app-positioner
Position windows relative to the system tray or screen using the Tauri v2 positioner plugin with multi-display support. Use when aligning popup or tray windows, handling multi-monitor positioning, or ensuring consistent placement across platforms.
tauri-app-process
Access process information and control app lifecycle using the Tauri v2 process plugin, including app restart and exit. Use when querying process info, implementing graceful shutdown, or programmatically restarting the app.
tauri-app-shell
Execute system commands and open external URLs securely using the Tauri v2 shell plugin with strict allowlists. Use when spawning child processes, running system commands with argument validation, or opening URLs in the default browser via shell.
tauri-app-sidecar-nodejs
Bundle and run a Node.js process as a sidecar alongside a Tauri v2 app with lifecycle management. Use when integrating a Node.js backend as a sidecar binary, managing sidecar start/stop lifecycle, or packaging Node.js executables per platform.
tauri-app-single-instance
Prevent multiple app instances and handle second-launch arguments using the Tauri v2 single-instance plugin. Use when enforcing single-instance behavior, forwarding CLI arguments from a second launch, or focusing the existing window on re-entry.
tauri-app-splashscreen
Configure a splashscreen window in Tauri v2 to display during app initialization and avoid white screen flashes. Use when adding a loading screen at startup, controlling splashscreen-to-main-window transitions, or handling slow frontend loads.
tauri-app-sql
Access SQLite, MySQL, or PostgreSQL databases from the frontend using the Tauri v2 SQL plugin with migrations. Use when setting up a database connection, running SQL migrations, or executing queries with scoped access from the frontend.
tauri-app-store
Persist key-value data to disk using the Tauri v2 store plugin for app settings and preferences. Use when saving app configuration, choosing between Store and LazyStore, or implementing persistent settings with automatic disk writes.
tauri-app-stronghold
Store secrets and sensitive data in encrypted vaults using the Tauri v2 stronghold plugin with snapshot management. Use when securing API keys, tokens, or credentials on disk, managing encrypted snapshots, or pairing with biometric authentication.
tauri-app-system-tray
Create and manage system tray icons with menus and click handlers in Tauri v2, handling platform differences. Use when adding a tray icon, building tray menus, toggling window visibility from the tray, or handling macOS/Windows/Linux tray conventions.
tauri-app-updater
Configure OTA (over-the-air) app updates using the Tauri v2 updater plugin with signing keys and update server setup. Use when implementing auto-update checks, generating signing key pairs, or configuring update server endpoints and metadata.
tauri-app-upload
Upload files from the local filesystem using the Tauri v2 upload plugin with progress reporting and custom headers. Use when uploading large files with progress callbacks, configuring custom request headers, or implementing retry logic for reliable transfers.
tauri-app-wasm
Compile Rust code to WebAssembly and run it in the Tauri v2 frontend for high-performance computation. Use when offloading CPU-intensive work to WASM in the WebView, deciding between WASM vs IPC for Rust logic, or optimizing frontend performance with Rust-compiled modules.
tauri-app-websocket
Establish WebSocket connections from the Rust side using the Tauri v2 websocket plugin, bypassing WebView limitations. Use when implementing real-time messaging, managing WebSocket connection lifecycle, or configuring host allowlists for secure connections.
tauri-app-window-menu
Create native application menus with keyboard shortcuts and event handlers in Tauri v2. Use when defining window menu bars, handling menu item click events, binding keyboard accelerators, or adapting menus for macOS/Windows/Linux conventions.
tauri-app-window-state
Persist and restore window size, position, and maximized state across sessions using the Tauri v2 window-state plugin. Use when remembering window layout between app launches, configuring StateFlags, or handling multi-display restore behavior.
tauri-build
Build production-ready Tauri v2 app bundles with code signing and distribution packaging for all platforms. Use when creating release builds, configuring code signing for macOS/Windows, or setting up CI pipelines for app distribution.
tauri-concept
Explain Tauri v2 architecture concepts including the process model, IPC isolation, and brownfield integration patterns. Use when understanding how Tauri works internally, choosing between isolation and brownfield modes, or making architecture decisions before implementation.
tauri-config
Configure tauri.conf.json for Tauri v2 apps including app metadata, build settings, plugins, CSP, and platform-specific sections. Use when editing tauri.conf.json, migrating config from v1 to v2, or setting up CSP and platform-specific configuration.
tauri-framework-security
Harden a Tauri v2 app with baseline security controls including CSP, HTTP headers, runtime authority, and capability matrices. Use when performing security audits, configuring CSP/headers per window, or building a minimum-privilege capability matrix for production.
tauri-framework-upgrade
Migrate Tauri apps from v1 to v2 or from v2 beta to v2 stable, handling breaking changes in config, plugins, and permissions. Use when upgrading Tauri versions, resolving migration errors, or updating config/capability formats for v2.
tauri-ipc
Implement frontend-to-Rust IPC using invoke calls, Tauri commands, and type-safe bindings in Tauri v2. Use when defining Rust commands callable from the frontend, setting up typed IPC contracts, or implementing bidirectional event-based communication.
tauri-mobile
Set up Tauri v2 for Android and iOS development including build configuration, bundle identifiers, and mobile debugging. Use when adding mobile targets to a Tauri app, configuring Android/iOS bundle IDs, or debugging on mobile devices and emulators.
tauri-scaffold
Scaffold a Tauri v2 project with create-tauri-app, configure project structure, and set up static export for frontend frameworks. Use when creating a new project, understanding the Tauri project structure, or configuring SSG/static export for Next.js or SvelteKit.
tauri-security
Configure Tauri v2 capabilities, scoped access rules, and ACL-based permission control for production apps. Use when generating capabilities/default.json, defining scoped access per plugin, or auditing permissions for minimum-privilege compliance.
tauri-setup
Install Tauri v2 prerequisites and configure the development environment across macOS, Windows, Linux, Android, and iOS. Use when setting up Rust toolchain, Node.js, platform build tools, or mobile development prerequisites (Xcode, Android Studio).
tauri-window
Create and configure Tauri v2 windows including multi-window patterns, custom titlebars, and frameless window UI. Use when creating new windows, managing window lifecycle events, implementing custom titlebar drag regions, or building multi-window architectures.
teaching-resource-generator
Generate teaching resources including slide deck outlines, progressive exercises, hands-on case studies, and learning guides with self-assessment checkpoints. Use when the user asks to create courseware, design practice exercises, build teaching materials, develop lesson content, or generate educational resources.
threejs-animation
three.js keyframe animation system: AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack variants, PropertyBinding, PropertyMixer, AnimationObjectGroup, AnimationUtils; mixing and crossfading clips, loop modes, timeScale, weight; addon AnimationClipCreator and CCDIKSolver for procedural rigs. Use when playing glTF clips, blending actions, or authoring procedural tracks; for skin deformation rigging on meshes see threejs-objects; for math interpolants without clips see threejs-math only when not tied to AnimationMixer.
threejs-audio
three.js audio spatialization: AudioListener attached to camera rig, Audio and PositionalAudio sources, AudioAnalyser for FFT/time-domain data, and integration with Web Audio API contexts; AudioLoader is referenced from threejs-loaders for file decoding. Use when placing 3D sound, configuring panner parameters, or building audio visualization; not a replacement for full game audio middleware.
threejs-camera
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
threejs-controls
Addon camera and object manipulation controls: OrbitControls, MapControls, FlyControls, FirstPersonControls, TrackballControls, ArcballControls, DragControls, PointerLockControls, TransformControls; damping, target focal point, and integration with the animation loop. Use for editor-style navigation and gizmos—not a full game character controller stack; pair with Raycaster selection patterns in threejs-objects when transforming selections.
threejs-dev-setup
Bootstrap and toolchain guidance for three.js applications using npm, Vite/Webpack/Rollup, bare ESM import maps, and TypeScript. Covers canonical import paths for three core versus three/addons/ (examples/jsm re-exports), version alignment with threejs.org docs, and fixing module not found for loaders and controls. Use when scaffolding a new 3D project, migrating bundler, or debugging resolution of addons; do not use for rendering API details (see threejs-renderers) or asset loading logic (see threejs-loaders).
threejs-geometries
three.js geometry authoring: BufferGeometry, typed BufferAttribute and interleaved layouts, InstancedBufferGeometry, primitive Geometries (box/sphere/torus/etc.), ExtrudeGeometry and Shape/Path/Curve from Extras, WireframeGeometry, and addon geometries such as TextGeometry, DecalGeometry, RoundedBoxGeometry. Use when building custom buffer geometries, extruding shapes, or using primitive geometry constructors; for animation morph targets see threejs-animation; for merging buffers see BufferGeometryUtils addon.
threejs-helpers
Debug and visualization helpers in three.js Core Helpers (AxesHelper, GridHelper, CameraHelper, light helpers, SkeletonHelper, bounding box helpers, PlaneHelper, PolarGridHelper, ArrowHelper) and Addons Helpers (VertexNormalsHelper, VertexTangentsHelper, RectAreaLightHelper, LightProbeHelper, ViewHelper, OctreeHelper, TextureHelper, PositionalAudioHelper, AnimationPathHelper, RapierHelper). Use only for development and editor overlays—not for shipping art; for gizmo-style manipulation use threejs-controls.
threejs-lights
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
threejs-loaders
three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
threejs-materials
Classic three.js materials (non-Node): MeshStandardMaterial, MeshPhysicalMaterial, Phong/Lambert/Toon/Basic, Line/Points/Sprite materials, MeshMatcapMaterial, MeshNormalMaterial, depth/distance materials, ShaderMaterial and RawShaderMaterial. Use when tuning PBR maps, transparency, depth write, skinning flags, or writing GLSL in ShaderMaterial; for TSL/NodeMaterial/WebGPU shader graphs use threejs-node-tsl instead.
threejs-math
three.js math library: Vector2/3/4, Matrix3/4, Quaternion, Euler, Color, Box2/Box3, Sphere, Plane, Ray, Line3, Triangle, Frustum, Cylindrical/Spherical coords, MathUtils, and Interpolant base classes; addon math utilities such as OBB, Octree, Capsule, ConvexHull, MeshSurfaceSampler. Use for transforms, intersection tests, and spatial queries; for keyframe interpolation tied to AnimationMixer use threejs-animation; for picking implementation use threejs-objects with Raycaster.
threejs-node-tsl
three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic ShaderMaterial GLSL use threejs-materials; for stock EffectComposer passes use threejs-postprocessing; for WebGLRenderer-only tuning use threejs-renderers.
threejs-objects
three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation.
threejs-postprocessing
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers).
threejs-renderers
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
threejs-scenes
three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers.
threejs-textures
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
threejs-webxr
WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).
tui-04x
Generate and render a pixel-precise ASCII TUI 04x Layout component with complete output blocks (TUI_RENDER, COMPONENT_SPEC, PENCIL_SPEC, PENCIL_BATCH_DESIGN) for Pencil MCP drawing workflows. Use when the user asks to create a grid layout in a terminal UI, text-based interface, or Pencil MCP project.
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