By LouSputthole
Develop s&box games by conversing with Claude, leveraging a native MCP bridge that provides scene editing, prefab management, screenshot-driven iteration, and playtesting capabilities.
First-run onboarding for the s&box Claude Bridge. Run when a user first connects the bridge or asks how to get started — it verifies the connection, detects their installed libraries, recommends what to build with, and points them to help + feedback. Keep it warm and brief.
Use when writing or modifying code for s&box, sbox, the Facepunch sandbox engine, or any Source 2 game project in C#. Triggers on mentions of s&box, sbox, sandbox game, Facepunch engine, Source 2 game, `.sbproj`, `.razor` with `PanelComponent`, `@inherits PanelComponent`, `Sandbox.Component`, `GameObject` + `Components.Get<T>`, `Scene.Trace`, `CharacterController` + `.Move()`, `SkinnedModelRenderer`, `NavMeshAgent`, `[Sync]`, `[Rpc.Broadcast]`, `[Property]`, `INetworkListener`, `ISceneEvent`, `PlayerController` in C#. Also triggers on any file with `using Sandbox;` or `using Sandbox.UI;` that isn't Unity/Godot/Unreal. Writes idiomatic s&box C# components, Razor UI, and networking code; prevents Unity-pattern leakage.
Use when building, modifying, or polishing any feature in an s&box game project through the Claude Bridge — gameplay systems, UI panels, character abilities, animation, world generation, anything that produces a visible or runtime change. Codifies the screenshot-driven iteration workflow that prevents the "guess-and-check" loop the bridge is most susceptible to.
Use when building a whole s&box game or a specific game SYSTEM and you want a proven, code-grounded recipe instead of guessing. Genre playbooks (tycoon/idle, shopkeeper/management, deathmatch/arena, platformer/obstacle course, survival/horror, card-battler, gacha/dungeon-crawler, social-hub, document/inspection sim, puzzle, sandbox/voxel, vehicles, roleplay) and per-system how-tos (inventory, economy/currency, shop/vendor/trading, save/persistence, progression/upgrades/prestige, gacha/loot tables, leaderboards/services, idle/offline earnings, building/placement, crafting, dialogue, round/match flow, spawning/waves, anti-cheat) plus engine references (networking & authority, architecture, player controller, Razor UI, weapons/combat, input, physics/traces, component lifecycle, worldgen/rendering, performance/threading, data assets). Triggers on "how do I build a <genre> game", "inventory system", "save system", "economy / currency", "shop", "upgrade / prestige tree", "leaderboard", "round system", "spawn waves", "gacha / loot box", "building placement", "host-authoritative", and similar. This is a ROUTER — find the system/genre, open the reference; do not answer from SKILL.md alone.
Use when the user asks for a whole playable game in one go through the s&box Claude Bridge — "make me a first-person game", "scaffold a game", "give me something I can press Play on". Orchestrates the existing bridge tools plus gameplay scaffolds into a first-person starter you can enter, move through, and win or lose. Handles generate/edit/hotload/place sequencing and visual plus automated runtime verification.
Uses power tools
Uses Bash, Write, or Edit tools
Based on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
Build s&box games by talking to Claude Code. Describe what you want — Claude writes the C#, builds the scenes, wires up components, and iterates until it works.
v2.2.0 · 273 native tools · 286 total tools / 278 handlers · 28 toolsets (+ 7 lifeline tools) · Source-available (no independent redistribution; official channels authorized) · built by sboxskins.gg
📖 Full docs: sboxskins.gg/claudebridge — setup · changelog · troubleshooting · FAQ
You: "Make a horror game where I explore an abandoned hospital with a flashlight."
Claude: *creates scripts, builds the scene, sets the lighting and fog, adds a player
controller, takes a screenshot — sees the PNG right in the tool result —
fixes the angle, and shows you.*
Claude Code connects to the live s&box editor through the editor's native MCP server. It can create GameObjects, write and hotload scripts, compose scenes, sculpt terrain, set up networking and UI, drive characters, bake navmesh, read its own compile errors, and — crucially — screenshot what it built and look at it so it can close the build-and-check loop instead of guessing.
🚀 New in v2.0.0 — the "Native" relaunch
The bridge now runs on s&box's own editor MCP server. Start here: docs/RELAUNCH.md (what changed and why) · docs/AGENT-GUIDE.md (how an agent works the platform) · docs/ECOSYSTEM.md (plain-English tour of all 28 toolsets) · docs/FAQ.md (do my old workflows still work, can an agent modify my project, what's next).
"12,45,7"), arrays, and objects. No more workarounds through set_game_object.start_multiplayer_test boots real sbox.exe -joinlocal clients into a private hidden lobby; multiplayer_test_status tracks connections
and client processes truthfully (dead clients report dead); stop_multiplayer_test cleans up.
Capacity checks, overlapping-run prevention, false-positive join guards, failed-start rollback.scripts/gen-codex-plugin.mjs to enforce parity.[Property] values are documented as authoritative over code defaults — tuning
flows through prefab edits (see the sbox-build-feature gotchas reference).v2 moves the bridge off the file-IPC transport and onto s&box's built-in editor MCP server (shipped in the editor since July 2026, on by default). The headline wins:
take_screenshot, capture_view, screenshot_from, and screenshot_orbit return the image inside the tool result. Claude sees it directly; there is no file path to read back.[McpTool.ReadOnly] hint, so clients can run them without permission prompts.search_tools and browse the 28 described toolsets with list_toolsets / describe_toolset, instead of scrolling a 200-tool flat list.{ error } payloads buried inside successful responses.find_broken_references (scene health scan), batch_set_property with dryRun: true validation (bulk edits across many objects), and describe_project (one-call project orientation).Upgrading from v1.x? docs/V2-MIGRATION.md is the migration guide — tool names are unchanged, and the six removals are 1:1 built-in replacements.
npx claudepluginhub lousputthole/sbox-claude --plugin sbox-claudeBuild Unity games by talking to Claude. Bundles the Claude Bridge for Unity MCP server (a self-contained stdio proxy that drives the Unity Editor over WebSocket and survives domain reloads) plus a plugin-with-a-brain skill set: claude-bridge-setup (first-run onboarding + connection verify), claude-bridge-build-feature (the screenshot-driven iteration workflow + the hard-won Unity gotchas: flat 'x,y,z' params, verify-the-mutation, reflection-first via describe_type, compile-verify generated code, play-mode verification, and handing 'feel' to a human), claude-bridge-api (idiomatic Unity C# / MonoBehaviour / Editor-vs-runtime / AssetDatabase patterns so the agent writes Unity not s&box/Unreal), claude-bridge-cookbook (a starter router of Unity genre/system recipes), and claude-bridge-scaffold-game (turns one ask into a playable first-person starter you can press Play on). Also bundles the unity-game-dev specialist subagent for self-contained build hand-offs. The Unity package + the proxy binary install separately (see README).
Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 56-tool MCP bridge to the local desktop app.
The game studio for the agent internet. Build, monetize, and ship browser games with one command. Phaser 2D, Three.js 3D, Play.fun monetization. Works with 40+ AI coding agents.
Game development workflow commands as skills — architect, build, review, balance, expand, quest, and lore generation.
WEPPY AI Agent Plugin for Claude Code.
A game development scaffold for Claude Code with layered rules, specialized agents, reusable skills, workflow commands, contexts, hooks, and engine-isolated packs for Unity, Unreal, and Godot.
The control plane for game-dev agents — close the loop with verified compile, test, and cross-model review across Unity, Godot, Unreal, and S&box. Lifecycle-aware /qq:go routing, structured runtime state in .qq/, 26 /qq:* slash commands. Claude Code-first, agent-agnostic via HTTP and MCP.