Shared Sessions for Claude Code
링크로 Claude Code 세션을 공유하면 팀원이 각자 Claude Code에서 참여해 함께 작업합니다
Claude 코드를 S&box 게임 개발에 통합
integration for Claude code into S&box game developer
플러그인C# · TypeScriptGitHub @LouSputthole직접 설치운영자 미확인
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README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
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.
v2.3.0 · 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 · FAQREADME 전문 보기 ↗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.
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).
trigger_hotload returns assemblyBefore and
get_bridge_status returns gameAssembly (mvid + version). It tracks fast hotloads too —
a method-body edit swaps code without moving the TypeLibrary, so the fingerprint follows the
newest loaded build, not the TypeLibrary's (live-verified: body edit, structural edit, delete).mainThreadStalledMs / blockedBy, so a modal dialog reads as process
alive, main thread blocked..processing sentinel and deleted only
after the response is written, replayed request ids are ignored, a protocolVersion
handshake refuses a newer server readably, and no transport error is swallowed silently.dryRun:true placement plans for scatter_props,
place_along_path, and grid_duplicate + commit_placement_plan with slot→GUID receipts;
inspect_model_geometry, provenance-rich get_bounds, find_objects_near, camera
bookmarks, compared multi-view captures, and orthographic capture_topdown.get_scene_hierarchy namesOnly:true; find_objects reports
total / showing / truncated.create_sound_event / create_material /
create_prefab resolve under Assets/; a just-written prefab instantiates from disk instead
of a stale asset-system cache.read_log auto-detects sbox-dev.log on Linux and macOS Steam installs (Proton)."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.
┌──────────────┐ streamable HTTP ┌─────────────────────┐ ToolRegistry ┌───────────────────────┐
│ Claude Code │ ◄────────────────► │ native MCP server │ ─────────────► │ [McpTool] wrappers │
│ │ 127.0.0.1:7269 │ (inside the editor) │ discovery │ (claudebridge addon) │
└──────────────┘ └─────────────────────┘ └───────────┬───────────┘
▼
bridge handler dispatch
(C#, main editor thread)
| Piece | What it is | Where it lives |
|---|---|---|
| Native MCP server | Facepunch's editor-hosted MCP server — streamable HTTP, loopback-only, on by default (Editor → Preferences → MCP Server, port 7269) | ships with s&box |
| Editor addon | The bridge: a C# editor library whose 273 tools are [McpTool] methods the engine auto-discovers, each dispatching into the bridge's handler layer on the main editor thread | installed via the s&box Asset Library / Library Manager (sboxskinsgg.claudebridge) into your project's Libraries/ folder |
| Lifeline server (optional) | A slim stdio server for editor-down diagnostics — the native server dies with the editor; the lifeline doesn't | npm package sbox-mcp-server@2, run with --lifeline |
Invocation pattern. The native server exposes a handful of entry points — search_tools, call_tool, call_tools, list_toolsets, describe_toolset — and discovers everything else live from the addon:
search_tools "flicker light" → finds add_flicker_light (bridge_scaffold_polish)
call_tool {name: "add_flicker_light", arguments: {lightId: "..."}}
call_tools [...] → several calls, one round trip
Hotload = live re-registration: new [McpTool] methods appear in search_tools within seconds of a clean compile.
Legacy fallback (deprecated in v2.1.0). The v1.x file-IPC transport and full stdio TS server remain compiled-in for compatibility with older engine builds, but they are not registered by default and may be removed in a later release. Legacy-transport issues are covered by the root TROUBLESHOOTING.md; native-v2 issues live in docs/TROUBLESHOOTING.md.
Three steps. Node.js is not required (only for the optional lifeline).
Using Codex instead of Claude Code? Install the first-party s&box Codex Bridge from this repository. It packages the same bridge, MCP servers, API brain, cookbook, and workflows for Codex:
codex plugin marketplace add LouSputthole/Sbox-Claude --ref main codex plugin add sbox-codex-bridge@sboxskinsStart a new Codex session after installation. The plugin README covers prerequisites, updates, uninstalling, and editor-addon setup.
claudebridge library from the s&box Asset Library (or Editor → Library Manager, search sboxskinsgg.claudebridge) and install it into your project. It lands in <your-project>/Libraries/ — the one correct location; the global addons/ folder silently refuses to compile custom C#.claude mcp add --transport http sbox http://127.0.0.1:7269/mcp
claude mcp add sbox-lifeline -- npx -y [email protected] --lifeline
Prefer the plugin? /plugin marketplace add LouSputthole/Sbox-Claude then /plugin install sbox-claude — from v2.0.0 the plugin's .mcp.json wires both servers (native + lifeline) for you and ships the workflow skills. You still install the editor addon (step 1).
See INSTALL.md for the step-by-step guide and docs/TROUBLESHOOTING.md for the known failure modes (port 7269 not answering, tools missing from
search_tools, and friends).
273 native tools across 28 bridge_* toolsets, plus the 7 lifeline tools. The full generated inventory — every tool, its toolset, and its read-only status — is docs/TOOLSETS.md. Upgraders: docs/V2-MIGRATION.md.
| Toolset | What it covers |
|---|---|
bridge_asset | Asset library search, package install, metadata, dependency-closure copies, recompiles |
bridge_audio | .sound events, sound components, editor previews, TTS voices (Sandbox.Speech.Synthesizer, viseme data exposed) |
bridge_batch | Bulk operations across many GameObjects — batch_set_property with dryRun validation |
bridge_character | Spawn/dress/pose citizens, animations, animgraph params, ragdolls, lipsync, attachments |
bridge_component | Add/configure/inspect components, properties, cross-component refs, invoke methods and [Button]s |
bridge_debug | Bridge health, restart_editor, console commands, profiler stats, time scale, debug draw |
bridge_discovery | Live API reflection — describe_type, search_types, method signatures, list_libraries, project grep |
bridge_gameobject | GameObject lifecycle, hierarchy, transforms, tags, selection, bulk layout |
bridge_material | Models, .vmat authoring, material assignment and properties |
bridge_moviemaker | Sandbox.MovieMaker playback and recording — .movie clips, MoviePlayer wiring, record live gameplay to a replayable clip (record_gameplay_clip) |
bridge_navigation | Navmesh baking + walkable-path queries |
bridge_networking | Multiplayer setup + codegen — [Sync], RPCs (broadcast/host/targeted), ownership, host migration, bounded local multi-instance tests |
bridge_npc | NPC brains, spawners, patrol routes, perception simulation, utility AI, daily schedule brains |
bridge_physics | Rigidbodies, colliders, joints, raycasts, overlap queries |
bridge_playmode | Enter/exit play mode, play state, runtime property read/write |
Six tools moved to the native built-ins. spawn_model, list_scenes, save_scene, undo, redo, and remove_component were dropped from the bridge surface because the native server ships built-ins with the same names and semantics — your workflows keep the same names; Facepunch's implementations serve them. The native server also gives you spawn_models (batch), scene_tree, find_game_objects, get_game_object/set_game_object, add_component/set_component, the asset_* family, play_start/play_stop, read_console, and compile_status for free.
The 7 lifeline tools (stdio, editor-down diagnostics): read_log, get_compile_errors, search_docs, get_doc_page, list_doc_categories, run_self_test, get_bridge_status. They read the log file / fetch docs directly, so they keep working even when the editor has crashed or stalled.
"x,y,z", "pitch,yaw,roll" (JSON objects still accepted).get_scene_hierarchy / find_objects).play_stop). Auto-undo for bridge mutations is not available: the engine's public snapshot APIs are inert on current builds (engine-watch item).describe_type / live reflection is always the source of truth for s&box APIs.sbox-build-feature workflow skill, the sbox-api schema-grounded API skill, the sbox-cookbook recipe router, the sbox-scaffold-game starter-scene skill, the sbox-setup onboarding wizard, and the sbox-game-dev specialist agent. (See the next section.)sbox-codex-bridge). It is generated from the Claude plugin by scripts/gen-codex-plugin.mjs to enforce parity.[McpTool] methods run everything on the main editor thread.list_libraries reads your project's Libraries/ and each .sbproj, so Claude can discover and drive what you already have rather than reinventing it. If you have the Shrimple Character Controller (fish.scc) or facepunch.playercontroller, it can wire up player movement via add_component_with_properties instead of writing a controller from scratch. The sbox-setup wizard surfaces this on first connect.search_docs (lifeline) queries the official Facepunch/sbox-docs repo so API guidance comes from the source, not stale memory.sbox-claude is the recommended way to use the bridge from Claude Code. It bundles:
| Piece | What it is |
|---|---|
| MCP server config | .mcp.json registers both servers from v2.0.0 — sbox (the native HTTP endpoint at http://127.0.0.1:7269/mcp) and sbox-lifeline (npx -y [email protected] --lifeline) — no manual registration, no version drift |
Skill: sbox-build-feature | The screenshot-driven build workflow: confirm the bridge is alive → brainstorm non-trivial features → research the API with describe_type → bite-sized edits → hotload + scan the log → screenshot and read the inline PNG. Plus a table of s&box gotchas (Cloud assets aren't persistent; Citizen bone names are case-sensitive; CitizenAnimationHelper.IkRightHand drives IK at runtime; Color properties want "r, g, b, a" strings; etc.) |
Skill: sbox-api | Schema-grounded s&box API knowledge — the Unity→s&box translation table, the Ten Rules, and curated component/UI/networking/physics references, so Claude stops hallucinating Unity patterns |
Skill: sbox-cookbook | A master router indexing code-grounded recipes mined from 51 public-source s&box games plus the modern engine repos: engine references (networking-authority, architecture, player-controller, ui-razor, and more), systems (inventory, economy, saves, progression, gacha, leaderboards, building, crafting, dialogue, rounds, waves, anti-cheat…), and genre recipes (tycoon, shopkeeper, survival-horror, deathmatch, platformer, card-battler, social-hub…). Ask "how do I build a tycoon / an inventory / a save system?" and it routes you to a grounded how-to |
Skill: sbox-scaffold-game | Turns one ask into a playable starter scene (first-person preset) by orchestrating the scaffold tools |
Skill: sbox-setup | A warm ~30-second onboarding wizard. It greets you on first connect, verifies the bridge, detects your installed libraries (list_libraries), recommends a concrete first move, and points you to help + feedback |
Agent: sbox-game-dev | A specialist sub-agent for self-contained game-dev tasks; it runs sbox-build-feature as its default workflow |
Day to day: install the plugin → install the addon → open s&box → start a Claude Code session and it greets you and detects your setup → just ask it to build things. Run /sbox-setup anytime to re-orient, or invoke /sbox-claude:sbox-build-feature to force the disciplined workflow. See plugins/sbox-claude/README.md for the full plugin docs.
Once the addon is installed and s&box is open with your project:
/sbox-setup — it detects your libraries and suggests a first move. Or ask "describe the project" (describe_project gives one-call orientation).screenshot_from to aim the camera at what you just made — and the PNG arrives inline in the tool result, so it sees the image immediately and tells you what needs fixing. That loop — build → aim → screenshot → look → adjust — is the whole game.Then ask for the real thing: "Create a first-person player controller with WASD and mouse look," or "Set a horror-night mood with fog and a flickering light."
search_tools, external addon edits not recompiling, play-mode refusals, modal-dialog stalls. For engine limitations you work around rather than fix, see docs/BRIDGE_GOTCHAS.md. Claude can also read its own errors even when the editor is dead: the lifeline's read_log / get_compile_errors.ParticleEffect tools don't render through the bridge — use spawn_vpcf. No flame .vpcf currently ships in a bridge-loadable form (under investigation).take_screenshot captures the Main Camera (the player view in play mode) — use screenshot_from / capture_view to frame a target, or screenshot_orbit for several angles in one call.is_playing.sessionPlaying can read stale after a restart — trust the gameFlag field.execute_csharp is experimental (hotload latency; briefly recompiles the editor assembly).save_scene).Source-available (no independent redistribution; official channels authorized) — see LICENSE and NOTICE.
You can freely use the Claude or Codex Bridge to build your s&box games — free or commercial — and modify it locally for your own use. Except for GitHub's built-in public-repository rights described in the LICENSE, you may not independently redistribute, mirror, repackage, or re-host the bridge or its source, publish a derivative of it, or offer it to others as a service. The code you create with the bridge (your games and their source) is yours and is not restricted.
Branding & trademark. The "s&box Claude Bridge" / "sboxskins.gg" name, logos, and branding are trademarks of sboxskins.gg and are not licensed for reuse. See NOTICE.
Prior versions. Releases before this license took effect were AGPL-3.0-or-later and remain available under that license; this and all later versions are governed by the source-available license above.
Built by sboxskins.gg — the s&box community marketplace.
Copyright © 2026 sboxskins.gg
bridge_playtest | Scripted gameplay verification with in-frame assertions (playtest), drive_player, simulate_input |
bridge_prefab | Create/instantiate/inspect prefabs, wire prefab refs |
bridge_project | Project info/config, file read/write, C# script authoring, hotload, input actions — incl. describe_project |
bridge_scaffold_gameplay | Compile-verified gameplay codegen: controllers, health, inventory, saves (signed + meta-progression), economy (wallets, ledgers, idle), loot (incl. data-asset tables), achievements & leaderboard stats, Elo, rounds & map votes, needs systems, event buses, interaction… |
bridge_scaffold_polish | Game feel: camera shake, flicker lights, combat text, combo meters, nametags, cutscenes, dialogue, round-timer HUDs |
bridge_scene | Create and load .scene files |
bridge_screenshot | Inline-PNG screenshots: main camera, framed object, free camera, multi-angle orbit |
bridge_ui | Razor UI panels — screen-space HUDs, world panels, PanelComponent scaffolds, add_panel_buildhash (patch a BuildHash override into an existing panel) |
bridge_validation | Lints and health checks: networking footguns, whitelist scans, Razor footguns, scene validation, find_broken_references |
bridge_visuals | Lighting, fog, post-FX, skyboxes, envmap probes, .vpcf particles, atmosphere presets, render-target cameras (CCTV/mirrors), day-night sun arcs |
bridge_world | Terrain sculpting, forests, caves, trails, path-based placement, swimmable water volumes |