The Runtime Page: Skills, Commands & Hooks
Every project runs its coding agents with a runtime — the set of skills, slash commands, and hooks they have available. The Runtime page (in the project sidebar, between Audit and Settings) is where you see and manage that runtime. It has four tabs.
Skills
Skills are reusable capabilities your agents can load — things like "write a blog post," "run an accessibility review," or a framework-specific helper. The Skills tab is where you browse and manage them.
- Required skills are always present and can't be removed — they're the core set Trinity relies on (checking, reviewing, debugging, documenting, testing, and more).
- Add a skill — search the skills registry and click Add. Trinity installs it into your project and syncs it to every device and teammate, so everyone working on the project gets the same skill.
- Remove a skill — any skill you added (not a required one) can be removed with the trash button.
The same skill browser appears during onboarding and when you import an existing project, so you can pick skills up front — but you can always come back to the Runtime page to add or remove more later.
Commands
Commands are slash commands your agents can run. This tab is a read-only list of what's installed. Each is labeled Template (a command Trinity ships) or Added (one that came from your project).
Hooks
Hooks are scripts that run automatically at certain points in an agent's work (for example, a check that runs before a commit). Like Commands, this tab is a read-only list with the same Template / Added labels.
Hooks are off until you turn them on. A hook that an agent writes for you arrives disabled — it won't run until you explicitly enable it from this tab. That's deliberate: a brand-new hook can't start changing how your agents behave just because it was added.
Review
This is where AI-authored and imported runtime items wait for your approval. Your agents don't change your runtime directly — when an agent writes a new skill, command, or hook, or when Trinity finds existing skills inside a project you imported, each one lands here as a draft instead of going live.
Each draft shows up as a card with a full diff of what it would add or change:
- Accept — the skill, command, or hook goes live and syncs to your devices and teammates. (An accepted hook is added disabled — enable it from the Hooks tab when you're ready.)
- Reject — the draft is discarded and nothing changes.
A multi-file skill (its main file plus any supporting files) is shown as a single card and accepted or rejected as one unit. The Review tab shows a count badge whenever drafts are waiting, so you'll know when an agent has staged something for you to look at.
Where drafts come from
- Authoring — ask an agent to create a skill or command (the built-in skill-authoring assistant turns your request into a well-formed draft).
- Importing — when you import an existing codebase, any skills already living inside it are lifted out and staged here for review, so you can adopt the ones you want. Your original files are never modified.