Claude Bridge
Connect Claude to your s&box editor in real-time.
Describe what you want in plain English — Claude creates the scripts, builds the scenes, sculpts terrain, generates forests, configures networking, and iterates until it works.
Examples
You: "Make a cube at position 0,0,100 with physics so it falls"
Claude: creates GameObject, assigns box model, adds Rigidbody + BoxCollider
You: "Build a forest map with a hill in the center, a clearing for a campsite, and a trail leading to a cave entrance"
Claude: generates terrain mesh, adds hill + clearing + trail features, places trees procedurally, carves cave tunnel through ridge
Setup (3 steps)
1. Install the addon
Install Claude Bridge from the Asset Library into your project. Open the Claude Bridge dock panel from the View menu in the editor.
2. Install the MCP Server
Requires Node.js 18+.
bash
git clone https://github.com/LouSputthole/Sbox-Claude.git
cd Sbox-Claude/sbox-mcp-server
npm install
npm run build
3. Connect Claude Code
Install the Claude Code CLI, then run:
bash
claude mcp add sbox -- node /full/path/to/Sbox-Claude/sbox-mcp-server/dist/index.js
That's it. Open Claude Code and start building.
100 Tools Included
Scene Building | Create, duplicate, transform, parent GameObjects. Full hierarchy access and editor selection.
Scripts & Templates | Generate player controllers, NPC AI, game managers, trigger zones, networked players, lobby managers.
Components | Add any of s&box's 130+ components, read/write properties, assign models, materials, and prefab references.
Physics | Rigidbodies, colliders (box, sphere, capsule, hull), joints (fixed, spring, hinge, slider), raycasts.
UI | Razor UI components, screen panels, world panels.
Audio | Sound events, assign sounds to objects, preview audio in editor.
Networking | Network spawn, sync properties, RPC methods, network helpers, lobby configuration.
Assets | Search the asset library, install packages, browse and manage prefabs.
Editor | Undo/redo, take screenshots, play/stop mode, save scenes, hotload C# scripts.
Publishing | Validate projects, configure settings, set thumbnails, fetch package details.
New in v1.1.0
- World Editing — Drive any component with a
[Button]. Add hills, clearings, and trails to terrain. Edit cave tunnel paths. Add forest POIs and trail gaps. Re-roll procedural seeds. Works on any project that follows the List<Feature> + [Button] pattern. - Terrain Sculpting — Direct heightmap brush with raise / lower / flatten / smooth modes. Modify the terrain mesh in place, no rebuild needed.
- Forest Painting — Paint biome regions with density multipliers (clearings, dense thickets, gradients). Drop assets along curved paths with spacing, jitter, and scale variation.
- Code Discovery — Claude can now look up real s&box APIs instead of guessing. Inspect any type's properties / methods / events / attributes via
Game.TypeLibrary reflection. Search types by name. Get formal method signatures with all overloads. Grep your project for usage examples. - Standalone Terrain Builder — Build a heightmap mesh from a JSON spec without needing a
MapBuilder component in the scene.
How It Works
The bridge uses file-based IPC — no network connection needed. The MCP server writes request files to a temp directory, the bridge addon polls for them inside the s&box editor, processes commands on the main editor thread, and writes response files back. All communication stays on your local machine.
For the world-editing tools: the bridge finds your component via Game.TypeLibrary reflection, mutates its [Property] List<> fields directly, then re-presses the [Button] to rebuild. No per-project bridge changes required — define your components with editable feature lists and a rebuild button, and Claude can drive them.
Requirements
- s&box (Steam)
- Node.js 18+
- Claude Code CLI (from Anthropic)
Links
Built by sboxskins.gg