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Updated 2d ago

by JetBrains

rider-skills

Collection of skills related for .NET and GameDev

  • Active — Updated in the last 14 days

32 GitHub stars (32)

+6 in 16 days

Stars gained per day · daily snapshots since Sep 30
Stars gained per day, Sep 30 to Oct 16: +6 in total; the busiest day was Oct 7 with +1 stars.Oct 1: 0 starsOct 2: 0 starsOct 3: 0 starsOct 4: 0 starsOct 5: 0 starsOct 6: 0 starsOct 7: +1 starsOct 8: +1 starsOct 9: +1 starsOct 10: +1 starsOct 11: 0 starsOct 12: +1 starsOct 13: 0 starsOct 14: 0 starsOct 15: +1 starsOct 16: 0 stars
Stars gained between daily snapshots
PeriodNew stars
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Oct 7+1
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Oct 160
  • 7 skills (7 skills found in its SKILL.md files)
  • 7 forks (7 forks)
  • 2d ago last update (Last updated 2d ago)

Install

Skills CLI

npx skills add JetBrains/rider-skills

Asks which skills and agents to install. Just one: npx skills add JetBrains/rider-skills --skill debugging-code — add -g for every project.

Claude Code

git clone https://github.com/JetBrains/rider-skillscp -r "rider-skills/skills/debugging-code" ~/.claude/skills/

Copies the debugging-code skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.

Plugin

/plugin marketplace add JetBrains/rider-skills

Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.

Skills can run code on your machine — read the SKILL.md first.

What it does

In the author's own words, from each skill's SKILL.md.

  • debugging-code

    Use for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C#, F#, VB, C++, Unity, Unreal Engine, and other GameDev or mixed-language projects. Trigger when runtime state or control-flow evidence is needed — actual values, branch taken, call order, thread context, whether execution reaches a chosen line — and cannot be derived confidently from so…

    skills/debugging-code/SKILL.md on GitHub (opens in a new tab)
  • finding-tests

    Locates existing tests for a given C# class and method using the test coverage data supplied by IDE. Triggers ONLY for C# production code (`.cs` files in a Rider .NET solution) when generating new tests, adding test coverage, finding existing tests, or when the user mentions uncovered lines, test files, or test suites. Must be used before writing or editing C# test code when finding already exist…

    skills/finding-tests/SKILL.md on GitHub (opens in a new tab)
  • navigating-code

    Use when you must know where a symbol is used or implemented in a solution open in Rider — .NET/C#, F#, VB, C++, Unity, Unreal Engine, XAML, Razor, or mixed-language projects. Trigger before changing a method, property, field, type or interface, when you trace callers, when you look for the classes that implement an interface or the overrides of a virtual member, and whenever you would otherwise…

    skills/navigating-code/SKILL.md on GitHub (opens in a new tab)
  • refactoring-code

    Use when semantic refactoring is needed in Rider-supported solutions and projects, including .NET/C#, F#, VB, C++, Unity, Unreal Engine, XAML, Razor, and other GameDev or mixed-language projects. Trigger when edits must update declarations and usages across IDE-resolved references — rename symbols, move types or namespaces, safe-delete unused code, extract interface/base class/method, change sign…

    skills/refactoring-code/SKILL.md on GitHub (opens in a new tab)
  • ue-code-authoring

    Use when writing or modifying Unreal Engine C++ — classes, actors, components, subsystems, interfaces, ability-system (GAS) code, module dependencies, reflected UPROPERTY/UFUNCTION API, native gameplay tags, and testable gameplay behavior — in a project open in JetBrains Rider. Source changes go through Read/Grep/Glob/Edit/Write; Rider supplies symbol search, code analysis, formatting, and builds…

    skills/ue-code-authoring/SKILL.md on GitHub (opens in a new tab)
  • ue-live-debugging

    Use when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available. Value over bash/grep: analyze_calls traces C++ call hierarchies (ReSharper backend); get_file_problems surfaces IDE-detected issues; get_symbol_info confirms API contracts; xdebug_set_breakpoints sets live breakpoints; ue_execute_python queries live PIE state. DO NOT TRIGGER for: pure build errors wi…

    skills/ue-live-debugging/SKILL.md on GitHub (opens in a new tab)
  • ue-test-authoring

    Use when writing or modifying Unreal Engine automated tests — Automation (IMPLEMENT_SIMPLE_AUTOMATION_TEST, DEFINE_SPEC), CQTest, Functional, Gauntlet, LowLevel/Catch2 — along with test modules and the Build.cs dependencies they need, in a project open in JetBrains Rider. Test source goes through Read/Grep/Glob/Edit/Write; Rider supplies symbol lookup for the API under test, registration and incl…

    skills/ue-test-authoring/SKILL.md on GitHub (opens in a new tab)

Review before you install

A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.