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Explain

Skill tykisgod/quick-question/skills/explain

Explain the architecture and logic of a specified module or design in plain, approachable language.From its SKILL.md

Install
npx -y skills add tykisgod/quick-question --skill explain

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 10 stars10 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

1.8 KB, 382 tokens by cl100k_base, as published. Nobody here has run it

Respond in the user's preferred language (detect from their recent messages, or fall back to the language setting in CLAUDE.md).

Explain the architecture and logic of a specified module or design in plain, approachable language.

In a Unity project: when explaining "how does X work right now", complement source-reading with live state queries via tykit (get-properties / get-field / get-array / inspect). This catches the common failure mode of explaining what the code says it does vs what it actually does. See shared/tykit-first.md.

Arguments: $ARGUMENTS

  • Module or design name (e.g., "PlayerController", "inventory system", "save system")

Behavior

  1. Read design docs: Start by checking for project documentation (e.g., Docs/, Documentation/, or AGENTS.md) to understand the design intent
  2. Read core code: Find the key interfaces and implementation classes to understand the actual structure
  3. Explain in plain language, following these principles:
    • Start with a real-world analogy to build intuition
    • Then break down the concrete code structure (use a tree diagram or simple illustration)
    • Explain "why it was designed this way" not just "what it is"
    • If there is a history of evolution (changed from A to B), explain the motivation
    • Point out common pitfalls or misconceptions
  4. Do not:
    • Do not paste large blocks of source code; use pseudocode or key lines instead
    • Do not pile on design pattern terminology (say "each ship has its own service container", not "per-instance service locator pattern with dependency injection")
    • Do not assume the reader knows the project history

What ships with it

Read from the repository

Just SKILL.md. No reference files, no scripts.

Gives 1 of the 12 instructions most explainers skills give in 382 tokens

Counted across 274 of the 289 authors here whose files we hold, read 2026-09-06

  • Start with an everyday-life analogyhere, and in 7 of 274, across 6 files
  • Use multiple analogies for complex conceptsin 6 of 274, across 5 files
  • Introduce one simple analogy per explanationin 6 of 274, across 4 files
  • Reason conversationallyin 5 of 274, across 3 files
  • Ask reflective questions occasionallyin 5 of 274, across 3 files
  • Guide the user's thinkingin 5 of 274, across 3 files
  • End with a reflective promptin 5 of 274, across 3 files
  • Keep explanations conversationalin 5 of 274, across 4 files
  • Build the idea step by stepin 5 of 274, across 3 files
  • Keep the analogy consistent throughoutin 5 of 274, across 3 files
  • Frame direct answers through reasoningin 5 of 274, across 3 files
  • Highlight a common mistake or misconceptionin 5 of 274, across 4 files

Said here and by no other author read

  • Read design docs first for design intent
  • Read core interfaces and implementation classes
  • Break down code structure with a tree diagram
  • Explain why it was designed this way
  • Explain motivation when the design evolved
  • Complement source reading with live tykit queries

Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.

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