sboxskins.gg
sboxskins.gg: S&box Skin Market Tracker
Live S&box cosmetics market data: prices, order books, supply, and trends from the Steam Community Market. The go-to tracker for every sbox skin.
sbox-cookbook — a deep, code-grounded knowledge base of how to actually build games in s&box, mined from real, shipped, open-source s&box games and the modern engine source. So the AI reaches for proven, shipped patterns — real inventories, economies, save systems, shops, gacha, progression, multiplayer netcode, whole genre playbooks — instead of guessing./plugin marketplace add LouSputthole/Sbox-Claude — registers the repo as a plugin source/plugin install sbox-claude — installs the plugin/reload-plugins)sbox-cookbook, a code-grounded recipe library of how real s&box games are built (the #1 reason to use this — see below).
sbox-cookbook is a massive, code-grounded knowledge base that answers exactly those questions — built by mining 51 real, shipped, open-source s&box games plus the modern engine repos, then distilling them into recipes that cite real source you can open: 11 engine references, 18 system how-tos, and 20 genre playbooks. It's a router: ask "how do I build a tycoon / an inventory / a save system?" and it loads the grounded how-to for that problem.
You: "Make a player controller with WASD, mouse look, double-jump, and a flashlight." Claude: writes the script, adds the component, wires the input, sets up the spotlight — then aims a camera, screenshots it, sees the PNG right in the tool result, and checks its own work.
You: "Build me an inventory system with a hotbar." Claude: opens the cookbook's inventory recipe, builds it the way real games do (host-authoritative items, networked, drag-and-drop UI) — then runsnetworking_lintandinspect_networked_objectto confirm it actually replicates.
describe_scene) and project orientation (describe_project).checkpoint_scene snapshots every root object before a risky change; restore_checkpoint rolls the whole scene back; list_checkpoints browses them. Checkpoint, batch-edit 40 props, hate it, roll back.batch_set_property / batch_delete / batch_add_component / batch_reparent work across many objects in one call, each with dryRun: true validation that reports what would happen before anything is applied.[Button]s.create_vehicle_controller turns any rigidbody prop into a raycast car (4-corner suspension, drift-capable grip, built-in driver seat); tune_vehicle applies arcade / drift / offroad / race presets; plus standalone seats and a physgun-style grab tool.inspect_networked_object), lint for multiplayer footguns (networking_lint), catch scene-setup mistakes (scene_validate), scan for broken references scene-wide and file-wide (find_broken_references), catch C# whitelist and Razor transpiler footguns before the compiler does (sandbox_lint / razor_lint), read/diff save files (save_inspect), and read services/leaderboards (services_query). The AI verifies multiplayer, saves, and scenes instead of hoping.create_prefab writes the full engine serialization (every component, every child); instantiate_prefab truly recreates the tree with GUID remap so repeat instantiations never collide; get_prefab_info returns a structured tree summary..movie clips), hand-authored cutscene directors, dialogue systems, camera shake, flickering lights, floating combat text, combo meters, nametags.take_screenshot / capture_view / screenshot_from / screenshot_orbit — the orbit returns every angle in one call); detect your installed libraries; run console commands; restart the editor itself (restart_editor). Via the optional lifeline, Claude reads its own logs and compile errors even when the editor has crashed.playtest — a scripted gameplay sequence (move / look / action / jump / set / wait / capture / assert) run in play mode that asserts results in-frame (so a jump's transient airborne frame is catchable), playtest_status for the pass/fail transcript, and playtest_abort to stop a wrong run immediately with input state restored.describe_type / search_types / get_method_signature — every type, method, and property the editor actually has), and via the lifeline searches the official s&box docs pulled straight from Facepunch's GitHub. So it works from the current API and real docs instead of stale guesses — a big reason the generated C# actually compiles.
"Add a double-jump and a sprint with a stamina bar." "Make the campfire flicker and cast warm light at night." "Spawn 5 patrolling guards that chase the player on sight."
"Build me a host-authoritative shop with a currency wallet." "Give me a save system with autosave and versioned saves." "Add an inventory with a hotbar and drag-and-drop."
networking_lint + inspect_networked_object to confirm state actually replicates. You don't have to ask — the sbox-build-feature skill enforces the build → screenshot → verify → fix loop automatically.
"Use the sbox-game-dev agent to build a wave-survival mode with a round timer, escalating spawns, and a HUD."
sbox-cookbook | The brain — proven patterns from 51 shipped games: genre playbooks, system how-tos, engine referencessbox-api | Correct s&box C# — Unity→s&box translation, the rules; stops Unity-pattern hallucinationsbox-build-feature | The screenshot-driven build → verify → fix workflowsbox-scaffold-game | Turns one ask into a playable first-person starter scenesbox-setup | Onboarding — verifies the bridge, detects your libraries, suggests a first movesbox-game-dev agent | A specialist sub-agent for self-contained game-dev tasks/sbox-claude:sbox-build-feature.[McpTool] methods. Streamable HTTP replaces file polling. No Node.js on the main path. Tool names are unchanged from v1.x.take_screenshot / capture_view / screenshot_from / screenshot_orbit return the PNG inside the tool result. Claude sees the image directly; no temp-file path to read back. The orbit returns every angle in one response.search_tools, browse the 28 toolsets with list_toolsets / describe_toolset, and run them via call_tool / call_tools (batch several in one round trip). Hotload = live re-registration.[McpTool.ReadOnly] hint, so clients can run them without permission prompts (53 of the 232).{ error } payloads buried inside a success.checkpoint_scene / restore_checkpoint / list_checkpoints snapshot and roll back the whole scene (live-verified resurrecting a 317-root scene). The honest note: the engine's public undo/snapshot APIs are inert for addons on current builds, so there's no per-edit auto-undo — checkpoints are the answer, and they work.create_prefab writes full engine serialization; instantiate_prefab truly rebuilds the tree with GUID remap; get_prefab_info returns a structured summary.batch_set_property / batch_delete / batch_add_component / batch_reparent, all with dryRun: true validate-first.describe_project and describe_scene (one-call orientation), find_broken_references (scene-wide + file-wide broken-reference scans).playtest_abort — stop a stuck or wrong playtest immediately, input state restored, partial transcript kept.bridge_vehicle toolset — create_vehicle_controller (raycast car with built-in driver seat), tune_vehicle (arcade / drift / offroad / race presets), create_seat_system, create_physics_grab_tool.read_log, get_compile_errors, docs search, self-test) that keep answering when the editor crashes and takes the native server with it. This is the only piece that needs Node.js.spawn_model, list_scenes, save_scene, undo, redo, remove_component collided with the native server's identical built-ins, so Facepunch's implementations serve them. Your workflows keep the same names.Sandbox.MovieMaker support (wire + play .movie cutscenes), hand-authored cutscene directors and dialogue systems, networking correctness primitives (validated + rate-limited host RPCs, targeted unicast, local-player resolution, host-migration recovery), interaction & carry (Press-E prompts, hold-to-confirm, physics carry), loot & economy (gacha with pity, currency pickups, offline/idle progress), and UI feedback (world-panel UIs, proxy nametags, combo meters).sbox-cookbook knowledge base (mined from 51 shipped games), the inspection & validation suite (inspect_networked_object, networking_lint, scene_validate, save_inspect), the lint family (sandbox_lint, razor_lint), the most-demanded system scaffolds (saves, inventory, loot tables, interactables, economy, round machines), and CI gates so a bad sync can't ship.127.0.0.1:7269), on by default. Everything stays 100% on your machine — no external network, nothing leaves localhost.[McpTool] static methods the engine's ToolRegistry auto-discovers, grouped into 28 described bridge_* toolsets. Every call dispatches onto the main editor thread (required for scene APIs).search_tools seconds after a clean compile.Libraries/claudebridge/ automatically./plugin install sbox-claude, after /plugin marketplace add LouSputthole/Sbox-Claude). It registers both MCP servers for you — the editor's native endpoint and the optional lifeline — and bundles the cookbook brain, the specialist agent, the screenshot workflow skill, and onboarding. This is the path that gives you the full experience.claude mcp add --transport http sbox http://127.0.0.1:7269/mcpclaude mcp add sbox-lifeline -- npx -y sbox-mcp-server@2 --lifelinesearch_tools or "describe the project" (describe_project) — you want the bridge_* toolsets visible and a sensible project summary back. Then try:
"Create a cube at 0, 0, 100 with a box model." "Make me a drivable car." (watch it build, seat, and tune one) "Build me a host-authoritative currency system." (watch it reach for the cookbook)
Claude Code ◄──streamable HTTP──► native MCP server ──ToolRegistry──► [McpTool] wrappers
127.0.0.1:7269 (inside the editor) discovery (claudebridge addon)
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bridge handler dispatch
(C#, main editor thread)127.0.0.1, so nothing is reachable from outside your machine. The optional lifeline is a separate slim stdio process for editor-down diagnostics. The v1.x file-IPC path remains as a compiled-in fallback through v2.0.x (retires v2.1.0).bridge_* toolsets. Agents browse these live with list_toolsets / describe_toolset and find individual tools with search_tools.bridge_asset (6) — copy_asset_with_dependencies, get_asset_info, install_asset, list_asset_library, recompile_asset, search_assets
bridge_audio (4) — assign_sound, create_sound_event, list_sounds, play_sound_preview
bridge_batch (4) — batch_add_component, batch_delete, batch_reparent, batch_set_property
bridge_character (12) — add_lipsync, add_ragdoll, dress_citizen, equip_model, list_animations, play_animation, pose_citizen, set_animgraph_param, set_bodygroup, set_expression, set_look_at, spawn_citizen
bridge_component (10) — add_component_to_new_object, add_component_with_properties, get_all_properties, get_property, invoke_button, invoke_method, list_available_components, list_component_buttons, set_component_reference, set_property
bridge_debug (11) — console_run, debug_clear, debug_draw_box, debug_draw_line, debug_draw_ray, debug_draw_sphere, frame_camera, get_bridge_status, get_profiler_stats, restart_editor, set_time_scale
bridge_discovery (5) — describe_type, find_in_project, get_method_signature, list_libraries, search_types
bridge_gameobject (25) — align_objects, create_gameobject, delete_gameobject, distribute_objects, duplicate_gameobject, find_objects, focus_object, get_bounds, get_scene_hierarchy, get_selected_objects, get_tags, grid_duplicate, group_objects, measure_distance, randomize_transforms, rename_gameobject, replace_model, scatter_props, select_object, set_enabled, set_parent, set_tags, set_tint, set_transform, snap_to_ground
bridge_material (4) — assign_material, assign_model, create_material, set_material_property
bridge_moviemaker (4) — add_movie_player, list_movies, play_movie, stop_movie
bridge_navigation (2) — bake_navmesh, get_navmesh_path
bridge_networking (14) — add_host_migration_recovery, add_network_helper, add_rpc_method, add_sync_property, add_targeted_rpc, configure_network, create_host_rpc_action, create_lobby_manager, create_local_player_resolver, create_network_events, create_networked_player, get_network_status, network_spawn, set_ownership
bridge_npc (5) — assign_patrol_route, create_npc_brain, create_npc_spawner, place_patrol_route, simulate_npc_perception
bridge_physics (5) — add_collider, add_joint, add_physics, physics_overlap, raycast
bridge_playmode (5) — get_runtime_property, is_playing, set_runtime_property, start_play, stop_play
bridge_playtest (6) — drive_player, drive_player_status, playtest, playtest_abort, playtest_status, simulate_input
bridge_prefab (5) — create_prefab, get_prefab_info, instantiate_prefab, list_prefabs, set_prefab_ref
bridge_project (14) — create_script, delete_script, describe_project, edit_script, ensure_input_action, get_package_details, get_project_config, get_project_info, list_project_files, read_file, set_project_config, set_project_thumbnail, trigger_hotload, write_file
bridge_scaffold_gameplay (29) — add_interaction_prompt, add_interaction_station, create_carry_system, create_currency_pickup, create_day_night_clock, create_economy_wallet, create_event_director, create_gacha_drop_table, create_game_manager, create_health_system, create_hold_to_confirm, create_idle_income, create_interactable, create_inventory, create_leaderboard_panel, create_npc_controller, create_objective_system, create_offline_progress, create_pickup, create_placement_mode, create_player_controller, create_round_phase_machine, create_round_state_machine, create_save_slots, create_save_system, create_stat_modifier_system, create_team_assigner, create_trigger_zone, create_weighted_loot_table
bridge_scaffold_polish (8) — add_flicker_light, create_camera_shake, create_combo_meter, create_cutscene_director, create_dialogue_system, create_floating_combat_text, create_proxy_nametag, create_worldpanel_ui
bridge_scene (3) — create_scene, describe_scene, load_scene
bridge_screenshot (4) — take_screenshot, capture_view, screenshot_from, screenshot_orbit — all returning inline PNG imagesbridge_ui (3) — add_screen_panel, add_world_panel, create_razor_ui
bridge_validation (9) — find_broken_references, inspect_networked_object, networking_lint, razor_lint, sandbox_lint, save_inspect, scene_validate, services_query, validate_project
bridge_vehicle (4) — create_physics_grab_tool, create_seat_system, create_vehicle_controller, tune_vehicle
bridge_visuals (13) — add_beam, add_envmap_probe, add_light, add_post_process, add_trail, apply_atmosphere, apply_post_fx_look, bake_reflections, create_particle_effect, set_fog, set_skybox, spawn_particle, spawn_vpcf
bridge_workflow (3) — checkpoint_scene, list_checkpoints, restore_checkpoint
bridge_world (15) — add_cave_waypoint, add_forest_poi, add_forest_trail, add_terrain_clearing, add_terrain_hill, add_terrain_trail, build_terrain_mesh, clear_cave_path, clear_forest_pois, clear_terrain_features, paint_forest_density, place_along_path, raycast_terrain, sculpt_terrain, set_forest_seed
read_log, get_compile_errors, search_docs, get_doc_page, list_doc_categories, run_self_test, get_bridge_status
spawn_model, list_scenes, save_scene, undo, redo, remove_component — the native server ships built-ins with the same names and semantics, so 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.bridge_* tools are missing from search_tools, the addon isn't installed in your project's Libraries/ or hasn't compiled cleanly — and for diagnosing a dead editor (the native server dies with it), that's exactly what the lifeline's read_log / get_compile_errors are for.npx -y sbox-mcp-server@2 pulls the newest 2.x automatically on the next session.checkpoint_scene before a big batch — if the result is wrong, restore_checkpoint rolls the whole scene back. The dry-run convention (dryRun: true) previews batch edits before they apply..scene files in Git for anything non-trivial.