Ink App Builder
Android (Google)OfficialCreated by Google LLCDistributed by Android (Google)
- Skill
- Tool integration
- Software development
- Apache-2.0
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AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
The ink-app-builder skill provides a structured approach to implementing freehand drawing in Android applications using the androidx.ink library and Jetpack Compose. It focuses on the two-phase rendering model, utilizing InProgressStrokes for real-time wet ink capture and CanvasStrokeRenderer for displaying finalized dry ink strokes. The skill covers dependency configuration, brush management, geometry-based erasing, and stroke persistence using Room, ensuring a flicker-free drawing experience through synchronous state management.
What it does
- Configures Jetpack Ink dependencies and build settings for Android projects.
- Implements a dual-layer drawing surface using Compose Canvas and InProgressStrokes.
- Provides patterns for managing stock brushes like pressure pens, markers, and highlighters.
- Enables geometry-based stroke erasing and linear undo/redo history.
- Supports stroke persistence and retrieval using Room and Kotlin serialization.
- Delivers ViewModel and Compose implementations for state management.
When to use it
- When adding freehand drawing or stylus input to a Jetpack Compose Android app.
- When implementing a drawing surface that requires both wet and dry ink rendering.
- When managing stroke history, undo/redo functionality, or persistent storage.
- When configuring standard brush types and handling stroke geometry.
Advantages
- Provides a consistent architecture for handling wet-to-dry ink transitions.
- Ensures low-latency input processing through native Jetpack Ink integration.
- Includes specific patterns to prevent UI flickering during stroke finalization.
- Offers clear guidance on dependency management and build configuration.
Usage examples
- “How do I set up the dependencies for Jetpack Ink in my Android project?”
- The skill provides the necessary version catalog entries and build.gradle.kts configuration, including mandatory plugins for KSP and serialization.
- “How can I implement a drawing surface that supports both wet and dry ink?”
- The skill provides a complete DrawingSurface composable that stacks an InProgressStrokes layer over a Canvas, using a pendingStrokes buffer to prevent flickering.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/android/ink-app-builder/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip ink-app-builder.zip -d .agents/skills
Documentation by Google LLC
The Android Ink API (androidx.ink) is a modular Jetpack library for building
high-performance, low-latency freehand drawing experiences on Android. It uses a
wet ink and dry ink two-phase model:
Wet ink : Real-time, ultra-low-latency rendering while the user is drawing, handled by the
InProgressStrokescomposable.Dry ink : Finalized, immutable
Strokeobjects rendered by the app usingCanvasStrokeRenderer.
Setup and dependencies
The Ink API requires minSdk = 26 , which corresponds to Android 8.0 (API
level 26) and higher. All androidx.ink modules MUST share an identical version
in gradle/libs.versions.toml. Ask user permission before modifying project
build files.
Version selection (1.0.0 stable versus 1.1.0-alpha03 and higher)
Use
1.0.0(Stable) for production apps that rely onStockBrushesor pre-serialized.brushassets decoded withBrushFamily.decode. In1.0.0stable,BrushFamily.encode,BrushFamily.decode,AndroidBrushFamilySerialization, andBrushFamilyDecodeCallbackrequire@OptIn(ExperimentalInkCustomBrushApi::class).Use
1.1.0-alpha03and higher when the app constructs programmatic custom brushes (BrushFamily,BrushCoat,BrushTip,BrushPaint,BrushBehavior) in Kotlin code. Starting in1.1.0-alpha02and higher,BrushFamilyserialization requires no@OptIn(and in1.1.0-alpha05and higher,ExperimentalInkCustomBrushApiis@RestrictTo(LIBRARY_GROUP), so NEVER annotate1.1.0-alpha03and higher code with it).
Version catalog (gradle/libs.versions.toml)
[versions]
ink = "<latest_version>"
inputMotionPrediction = "<latest_version>"
[libraries]
# Core Ink modules
androidx-ink-authoring = { module = "androidx.ink:ink-authoring", version.ref = "ink" }
androidx-ink-brush = { module = "androidx.ink:ink-brush", version.ref = "ink" }
androidx-ink-geometry = { module = "androidx.ink:ink-geometry", version.ref = "ink" }
androidx-ink-nativeloader = { module = "androidx.ink:ink-nativeloader", version.ref = "ink" }
androidx-ink-rendering = { module = "androidx.ink:ink-rendering", version.ref = "ink" }
androidx-ink-strokes = { module = "androidx.ink:ink-strokes", version.ref = "ink" }
androidx-ink-storage = { module = "androidx.ink:ink-storage", version.ref = "ink" }
# Compose integration modules
androidx-ink-authoring-android = { module = "androidx.ink:ink-authoring-android", version.ref = "ink" }
androidx-ink-authoring-compose = { module = "androidx.ink:ink-authoring-compose", version.ref = "ink" }
androidx-ink-brush-compose = { module = "androidx.ink:ink-brush-compose", version.ref = "ink" }
androidx-ink-geometry-compose = { module = "androidx.ink:ink-geometry-compose", version.ref = "ink" }
# Motion prediction (required for low-latency stylus tracking)
androidx-input-motionprediction = { module = "androidx.input:input-motionprediction", version.ref = "inputMotionPrediction" }
# Persistence (kotlinx.serialization + Room with KSP)
kotlinx-serialization-json = { module = "org.jetbrains.kotlinx:kotlinx-serialization-json", version.ref = "kotlinxSerialization" }
androidx-room-runtime = { module = "androidx.room:room-runtime", version.ref = "room" }
androidx-room-ktx = { module = "androidx.room:room-ktx", version.ref = "room" }
androidx-room-compiler = { module = "androidx.room:room-compiler", version.ref = "room" }
[plugins]
kotlin-serialization = { id = "org.jetbrains.kotlin.plugin.serialization", version.ref = "kotlin" }
ksp = { id = "com.google.devtools.ksp", version.ref = "ksp" }App module configuration (app/build.gradle.kts)
plugins {
alias(libs.plugins.android.application)
alias(libs.plugins.kotlin.compose)
alias(libs.plugins.kotlin.serialization)
alias(libs.plugins.ksp) // Mandatory when using Room in Kotlin
}
android {
defaultConfig {
minSdk = 26
}
compileOptions {
sourceCompatibility = JavaVersion.VERSION_17
targetCompatibility = JavaVersion.VERSION_17
}
buildFeatures {
compose = true
}
}
dependencies {
implementation(libs.androidx.ink.authoring)
implementation(libs.androidx.ink.brush)
implementation(libs.androidx.ink.geometry)
implementation(libs.androidx.ink.nativeloader)
implementation(libs.androidx.ink.rendering)
implementation(libs.androidx.ink.strokes)
implementation(libs.androidx.ink.storage)
implementation(libs.androidx.ink.authoring.android)
implementation(libs.androidx.ink.authoring.compose)
implementation(libs.androidx.ink.brush.compose)
implementation(libs.androidx.ink.geometry.compose)
implementation(libs.androidx.input.motionprediction)
implementation(libs.kotlinx.serialization.json)
implementation(libs.androidx.room.runtime)
implementation(libs.androidx.room.ktx)
ksp(libs.androidx.room.compiler) // NEVER use annotationProcessor in Kotlin
}Core drawing surface and default brush
Create a standard pressure-sensitive pen Brush with
Brush.createWithComposeColor (from ink-brush-compose). The epsilon
parameter defines the minimum distance between two input points, in stroke-space
units, to be considered visually distinct (0.1f for general drawing, 0.01f
for fine precision tools; Brush enforces 0f < epsilon <= size):
/**
* Creates a default pressure-sensitive pen [Brush].
*
* The `epsilon` parameter sets the geometric tolerance (minimum point distance
* in stroke units) controlling how far a stroke can be zoomed before triangle
* artifacts appear (`0f < epsilon <= size`).
*/
fun createDefaultPenBrush(): Brush {
return Brush.createWithComposeColor(
family = StockBrushes.pressurePen(),
color = Color.Black,
size = 5f,
epsilon = 0.1f,
)
}<br />
Stack two layers inside a Box for the drawing surface: a Compose Canvas that
renders finalized dry Stroke objects inside nativeCanvas.withSave using
CanvasStrokeRenderer, and an InProgressStrokes composable on top for
low-latency wet ink capture. Encapsulate a synchronous pendingStrokes Compose
Snapshot State buffer inside DrawingSurface so the dry Canvas invalidates in
the exact same UI thread run loop when onStrokesFinished fires, preventing a
1-frame wet-to-dry flicker:
@Composable
fun DrawingSurface(
strokes: List<Stroke>,
canvasStrokeRenderer: CanvasStrokeRenderer,
currentBrush: Brush,
onGetNextBrush: () -> Brush,
onStrokesFinished: (List<Stroke>) -> Unit,
isEraserMode: Boolean,
modifier: Modifier = Modifier,
textureStore: AppTextureBitmapStore = LocalTextureStore.current,
onErase: (Float, Float) -> Unit = { _, _ -> },
onEraseStart: () -> Unit = {},
onEraseEnd: () -> Unit = {},
) {
val cacheGen by textureStore.generation.collectAsStateWithLifecycle()
// Holds newly finished strokes synchronously for the single frame before
// asynchronous StateFlow collection delivers the updated strokes list.
var pendingStrokes by remember { mutableStateOf<List<Stroke>>(emptyList()) }
SideEffect {
if (pendingStrokes.isNotEmpty()) {
pendingStrokes = if (strokes.isEmpty()) {
emptyList()
} else {
pendingStrokes.filter { pending -> strokes.none { it === pending } }
}
}
}
val strokesToDraw = remember(strokes, pendingStrokes) {
if (pendingStrokes.isEmpty()) {
strokes
} else {
strokes + pendingStrokes.filter { pending -> strokes.none { it === pending } }
}
}
val identityMatrix = remember { Matrix() }
val currentOnErase by rememberUpdatedState(onErase)
val currentOnEraseStart by rememberUpdatedState(onEraseStart)
val currentOnEraseEnd by rememberUpdatedState(onEraseEnd)
Box(modifier = modifier) {
// Layer 1: Dry ink - completed strokes + same-frame pending handoff strokes
Canvas(modifier = Modifier.fillMaxSize()) {
val nativeCanvas = drawContext.canvas.nativeCanvas
strokesToDraw.fastForEach { stroke ->
nativeCanvas.withSave {
canvasStrokeRenderer.draw(
canvas = this,
stroke = stroke,
strokeToScreenTransform = identityMatrix,
)
}
}
}
// Layer 2: Eraser touch handler OR Wet ink (InProgressStrokes)
if (isEraserMode) {
Box(
modifier = Modifier
.fillMaxSize()
.pointerInput(Unit) {
detectDragGestures(
onDragStart = { currentOnEraseStart() },
onDragEnd = { currentOnEraseEnd() },
onDragCancel = { currentOnEraseEnd() },
onDrag = { change, _ ->
currentOnErase(change.position.x, change.position.y)
change.consume()
},
)
}
)
} else {
key(cacheGen) {
InProgressStrokes(
defaultBrush = currentBrush,
nextBrush = onGetNextBrush,
onStrokesFinished = { newStrokes ->
pendingStrokes = pendingStrokes + newStrokes
onStrokesFinished(newStrokes)
},
textureBitmapStore = textureStore,
)
}
}
}
}<br />
Workflow and task routing
Follow these conditional instructions based on the requested task:
Step 1 (Dependencies and SDK setup) : When adding Ink API dependencies or configuring
minSdk, follow the setup blocks in this file and the Ink API setup guide. Verify thatink-nativeloader,ink-authoring-android, andandroidx.input:input-motionpredictionare present.Step 2 (Drawing surface and stroke rendering) : When creating a Compose drawing screen with wet ink (
InProgressStrokes) and dry ink (CanvasStrokeRenderer), implementDrawingSurfacefrom this file and review Draw a stroke. ForInProgressStrokesparameter details,BlendMode.Multiplyhighlighter layer compositing, andTextureBitmapStoregeneration invalidation, you MUST follow drawing-and-brushes.md.Step 3 (Stock brushes and brush switching) : When creating, modifying, or switching stock brushes (
StockBrushes.pressurePen,marker,highlighter,dashedLine, oremojiHighlighter), review Brush APIs and you MUST follow drawing-and-brushes.md forepsilongeometry constraints, highlighter alpha preservation, and Android 14 (API level 34)emojiHighlighterrules.Step 4 (Eraser, undo and redo, and MVVM architecture) : When implementing a geometry-based stroke eraser, linear undo and redo history stacks, or MVVM
ViewModeland Hilt wiring, review Geometry APIs and you MUST follow editing-and-architecture.md.Step 5 (Persistence, bitmap export, and gesture coexistence) : When saving and loading strokes with Room (
StrokeInputBatch.encodeanddecode), preserving UI state across configuration changes, exporting drawings to aBitmapor PNG file, or combining long-press drag gestures with drawing (pointerInputWithSiblingFallthrough), review State preservation and persistent storage and you MUST follow persistence-and-advanced.md.Programmatic custom brushes : For custom
BrushFamilycreation, custom tip shapes, or behavior node graphs, suggest theink-custom-brush-builderskill.
Antipatterns
NEVER use
InProgressStrokesViewin Compose screens ---that's the View-based API. Use theInProgressStrokescomposable instead.NEVER omit
ink-nativeloaderorink-authoring-android---missingink-nativeloaderthrowsUnsatisfiedLinkError, and missingink-authoring-androidthrowsClassNotFoundExceptionat runtime.NEVER use
View.OnTouchListenerorMotionEventdirectly ---theInProgressStrokescomposable captures and processes touch and stylus input internally.NEVER draw strokes manually with
Canvas.drawPathor by iterating stroke points---always callCanvasStrokeRenderer.draw(canvas, stroke, transform).NEVER call
CanvasStrokeRenderer.create(forcePathRendering = true)---the 2-argumentforcePathRenderingoverload is@RestrictTo(LIBRARY_GROUP). Use the publicCanvasStrokeRenderer.create(textureStore)factory, which automatically detects softwareBitmapcanvases and falls back to path rendering.NEVER rely solely on asynchronous
StateFlowcollection inonStrokesFinished---InProgressStrokesremoves completed wet strokes immediately afteronStrokesFinishedreturns on the UI thread, whilecollectAsStateWithLifecycleupdates on a later run loop, causing a 1-frame wet-to-dry flicker. Always mutate Compose Snapshot State synchronously in the same UI thread run loop using apendingStrokesbuffer as shown inDrawingSurface.NEVER store strokes as bitmaps for undo, redo, or database persistence---store
Strokeobjects in memory and serializeStrokeInputBatchbytes with brush metadata for disk storage.NEVER use
annotationProcessorfor Room in Kotlin ---always apply thecom.google.devtools.kspplugin and useksp(libs.androidx.room.compiler)to avoidAppDatabase_Impl does not existcrashes at launch.
Files
- ATTRIBUTION.mdAdded by AutoGineer982 B
- LICENSELicence file added by AutoGineer11.1 KiB
- SKILL.md15.3 KiB
- references/android/develop/ui/compose/touch-input/stylus-input/ink-api-brush-apis.md5.0 KiB
- references/android/develop/ui/compose/touch-input/stylus-input/ink-api-draw-stroke.md2.1 KiB
- references/android/develop/ui/compose/touch-input/stylus-input/ink-api-geometry-apis.md1.2 KiB
- references/android/develop/ui/compose/touch-input/stylus-input/ink-api-setup.md1.2 KiB
- references/android/develop/ui/compose/touch-input/stylus-input/ink-api-state-preservation.md11.9 KiB
- references/drawing-and-brushes.md9.0 KiB
- references/editing-and-architecture.md10.2 KiB
- references/persistence-and-advanced.md10.6 KiB
references/drawing-and-brushes.md
Reference for building a flicker-free Compose drawing surface, rendering dry
strokes with CanvasStrokeRenderer, and configuring or switching
StockBrushes.
InProgressStrokes parameters
When configuring InProgressStrokes, pass these parameters:
| Parameter | Type | Default value | Description |
|---|---|---|---|
defaultBrush | Brush? | None (required) | Brush applied when a stroke begins, or null to disable wet-ink input while keeping rendering resources active. |
nextBrush | () -> Brush? | { defaultBrush } | Lambda returning the brush for the next stroke. |
pointerEventToWorldTransform | Matrix | IDENTITY_MATRIX | androidx.compose.ui.graphics.Matrix mapping pointer coordinates to world or stroke space. |
strokeToWorldTransform | Matrix | IDENTITY_MATRIX | androidx.compose.ui.graphics.Matrix mapping stroke coordinates to world space. |
maskPath | Path? | null | androidx.compose.ui.graphics.Path masking regions where wet ink doesn't render, such as floating toolbars. |
textureBitmapStore | TextureBitmapStore | TextureBitmapStore { null } | Non-nullable bitmap store for textured brushes (don't pass null). |
onStrokesFinished | (List<Stroke>) -> Unit | None (required) | UI-thread callback that passes completed Stroke objects to the app's dry-ink state when the pointer lifts. |
Render dry strokes and highlighter blend modes
Create a CanvasStrokeRenderer with CanvasStrokeRenderer.create(textureStore)
and render each Stroke onto drawContext.canvas.nativeCanvas inside a
nativeCanvas.withSave block so transform and clip state stays associated with
a single stroke.
Offscreen and software
Canvasnote : As of version1.0.0,CanvasStrokeRenderer.create(textureStore)automatically detects software canvases (!canvas.isHardwareAccelerated, such asCanvas(bitmap)), and falls back to path rendering. Never call the@RestrictTo(LIBRARY_GROUP)2-argument overloaded version ofCanvasStrokeRenderer.create(forcePathRendering = true, textureStore).
Render highlighter strokes with BlendMode.Multiply
To make overlapping highlights darken underlying ink realistically without
self-blending artifacts, use translucent color alpha (< 1f) and
BlendMode.Multiply composited per stroke using
drawContext.canvas.withSaveLayer:
@Composable
fun StrokeCanvas(
strokes: List<Stroke>,
canvasStrokeRenderer: CanvasStrokeRenderer,
modifier: Modifier = Modifier,
) {
val multiplyPaint = remember { Paint().apply { blendMode = BlendMode.Multiply } }
val srcOverPaint = remember { Paint().apply { blendMode = BlendMode.SrcOver } }
val identityMatrix = remember { Matrix() }
Canvas(modifier = modifier.fillMaxSize()) {
val nativeCanvas = drawContext.canvas.nativeCanvas
val bounds = drawContext.size.toRect()
strokes.fastForEach { stroke ->
val paint = if (stroke.brush.family == StockBrushes.highlighter()) {
multiplyPaint
} else {
srcOverPaint
}
drawContext.canvas.withSaveLayer(bounds, paint) {
nativeCanvas.withSave {
canvasStrokeRenderer.draw(
canvas = this,
stroke = stroke,
strokeToScreenTransform = identityMatrix,
)
}
}
}
}
}<br />
Stock brushes and brush configuration
StockBrushes (from ink-brush) provides built-in BrushFamily factories.
[!NOTE] Note: All
StockBrushesfactories work on Android 8.0 (API level 26) and higher, includingStockBrushes.emojiHighlighterwithshowMiniEmojiTrail = false. Mesh-rendered features, such asSelfOverlap.ACCUMULATEand mini-emoji trails (showMiniEmojiTrail = true), require Android 14 (API level 34) and higher.
| Factory method | Description | Typical use |
|---|---|---|
StockBrushes.pressurePen | Pressure-sensitive pen with variable width | Primary writing and drawing tool |
StockBrushes.marker | Uniform-width marker | Bold drawing and flat strokes |
StockBrushes.highlighter(selfOverlap = SelfOverlap.ANY) | Semi-transparent highlighter (SelfOverlap.ANY uses SelfOverlap.ACCUMULATE on Android 14 (API level 34) and higher; pass SelfOverlap.DISCARD to suppress self-overlap darkening) | Highlighting over existing content |
StockBrushes.dashedLine | Dashed line pattern | Borders, guides, and annotations |
StockBrushes.emojiHighlighter(clientTextureId, showMiniEmojiTrail = false, selfOverlap = SelfOverlap.ANY) | Textured highlighter with an emoji tip (showMiniEmojiTrail = false works on all supported API levels; showMiniEmojiTrail = true requires Android 14 (API level 34) and higher) | Decorative highlighting |
Emoji highlighter requirements
StockBrushes.emojiHighlighter requires two configurations:
Android 14 (API level 34) and higher for
showMiniEmojiTrail: The mini-emoji particle trail usesCanvasMeshRenderer, which requires Android 14 (Build.VERSION_CODES.UPSIDE_DOWN_CAKE, API level 34) and higher. On Android 13 (API level 33) and lower, setshowMiniEmojiTrail = false.User-supplied texture bitmaps :
androidx.inkdoesn't bundle emoji bitmap files. Prompt the user to add the texture bitmap (for example, inapp/src/main/res/drawable-nodpi/) and register itsclientTextureIdinTextureBitmapStore.
val supportsMiniEmojiTrail = Build.VERSION.SDK_INT >= Build.VERSION_CODES.UPSIDE_DOWN_CAKE
val heartHighlighter = StockBrushes.emojiHighlighter(
clientTextureId = "emoji-heart",
showMiniEmojiTrail = supportsMiniEmojiTrail,
)<br />
Modify and switch brushes with alpha preservation
Brush is immutable. Derive updated brushes with copy and
copyWithComposeColor, read the Compose color with brush.composeColor, and
compare BrushFamily instances with structural equality (==, never ===).
When switching to or from StockBrushes.highlighter, apply translucent alpha
(such as 0.3f) for highlighters and restore alpha = 1f for opaque brushes:
private const val HIGHLIGHTER_ALPHA = 0.3f
fun switchBrushFamily(currentBrush: Brush, targetFamily: BrushFamily): Brush {
val baseColor = currentBrush.composeColor
val adjustedColor = if (targetFamily == StockBrushes.highlighter()) {
baseColor.copy(alpha = HIGHLIGHTER_ALPHA)
} else {
baseColor.copy(alpha = 1f)
}
return currentBrush
.copy(family = targetFamily)
.copyWithComposeColor(color = adjustedColor)
}
fun recolorStroke(stroke: Stroke, newColor: Color): Stroke {
val updatedBrush = stroke.brush.copyWithComposeColor(color = newColor)
return stroke.copy(brush = updatedBrush)
}<br />
TextureBitmapStore and generation invalidation
Provide a singleton TextureBitmapStore with a reactive generation counter.
Because CanvasStrokeRenderer and InProgressStrokes cache BitmapShader
instances per BrushPaint on first draw, observe generation to recreate
CanvasStrokeRenderer with remember(textureStore, cacheGen) and use
key(cacheGen) to update the cache for InProgressStrokes whenever textures
load dynamically:
class AppTextureBitmapStore(context: Context) : TextureBitmapStore {
private val resources = context.resources
private val textureResources: Map<String, Int> = mapOf(
"emoji-heart" to R.drawable.emoji_heart,
)
private val loadedBitmaps = mutableMapOf<String, Bitmap>()
private val _generation = MutableStateFlow(0)
val generation: StateFlow<Int> = _generation.asStateFlow()
override operator fun get(clientTextureId: String): Bitmap? {
return loadedBitmaps.getOrPut(clientTextureId) {
textureResources[clientTextureId]?.let { resId ->
BitmapFactory.decodeResource(resources, resId)
} ?: return null
}
}
fun loadTexture(textureId: String, bitmap: Bitmap) {
loadedBitmaps[textureId] = bitmap
_generation.update { it + 1 }
}
}
val LocalTextureStore = staticCompositionLocalOf<AppTextureBitmapStore> {
error("No AppTextureBitmapStore provided")
}<br />
Common pitfalls
Keeping
InProgressStrokesactive during eraser mode : RemoveInProgressStrokesfrom composition whenisEraserModeistrueso pointer events don't conflict.Omitting
withSavearoundCanvasStrokeRenderer.draw: Always wrap eachdrawcall innativeCanvas.withSave { }to prevent matrix or clip leakage (where transformations or clipping bounds from one stroke accidentally bleed over and affect subsequent draws).Violating
0f < epsilon <= size: Scaling a brush'ssizesmaller than itsepsilonthrowsIllegalArgumentException. Keepepsilon >= 0.01fto avoid excessive memory usage for stroke mesh data.Using
BlendMode.SrcOverfor highlighters : WithoutBlendMode.MultiplyinsidewithSaveLayerand reduced color alpha (0.3f), highlighters occlude existing strokes instead of highlighting them.
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Needs: Needs Node.js
Security
No issues found by our static scan· No issues found
A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.
Attribution and licence
- Created by
- Google LLC
- Publisher
- Android (Google) (Official)
- Distributed by
- Android (Google)
- Source
- android/skills · jetpack-compose/ink/ink-app-builder · commit bf68e2d
- Licence
- Apache License 2.0 (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE.txt)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Google LLC or Android (Google).
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download ink-app-builder.zip