Thank you for the emails and continued feedback. It seems like a lot of you are using this and getting great results when its working for you! In this patch we have fixed multiple bugs users were experiencing which should fix errors and improve the overall experience.
New in v1.4.0 — the Scene Authoring update
+32 new tools (99 → 131). This release takes the bridge from editing one object at a time to composing entire scenes:
🎨
Lighting & Atmosphere Lights (directional/point/spot/ambient), gradient fog, post-processing (bloom, tonemapping, color grading, vignette,
depth of field…), skybox, and reflection probes — plus one-call mood presets.
▎ "Make this a horror night." → dim moonlight + cold fog + desaturated grade + vignette, in a single call.
🧍
Characters & Models ▎ "Spawn a citizen by the RV, dress it, give it a rifle, make it crouch and watch the door."
▎ → spawn_citizen → dress_citizen → equip_model → pose_citizen → set_look_at
Spawn any model or animated Citizen, dress with clothing, toggle bodygroups, pose (hold type / move style / sit /
crouch), attach props to bones, aim its gaze, add ragdoll physics, and set facial expressions.
🧱
Scene Layout ▎ "Line these pillars up, space them evenly, and drop them onto the floor."
▎ → align_objects → distribute_objects → snap_to_ground
Snap-to-ground (raycast), align, distribute, grid-duplicate (arrays), and measure distance.
🌲
Environment ▎ "Scatter 200 rocks across the clearing." → scatter_props — seeded, random rotation & scale, auto ground-snap, grouped under one parent.
Plus randomize_transforms for natural variation and group_objects to tidy the hierarchy.
🔍 Object Utilities ▎ "Find every PointLight and tint them warm." → find_objects (by name / component / tag) → set_tint
Query the scene, then bulk-edit tint, model, or tags across many objects at once.
▎ ⚙️
VFX/particle tools (spawn_particle, trails, beams) shipped as experimental — they build the correct component graph, but runtime particle rendering isn't yet verifiable through the bridge.
🧰
The full toolset (131) - Project & scripts — files, read/write, create/edit/delete scripts, hotload
- Scenes & GameObjects — load/save/create scenes; full CRUD, hierarchy, selection, focus
- Components — get/set properties, add components, prefab refs
- Assets & materials — search/install assets, assign models, create/assign materials
- Audio — sound events, 3D sound, previews
- Physics — rigidbodies, colliders, joints, raycasts
- UI — Razor UI, screen & world panels
- Templates — player/NPC controllers, game manager, trigger zones
- Networking — lobby, spawn, ownership, sync vars, RPCs
- World-gen — terrain sculpt, hills/clearings/trails, caves, forests, path placement
- Lighting & atmosphere — lights, fog, post-FX, skybox, probes, mood presets (v1.4.0)
- Characters — spawn / dress / pose / equip / look-at / ragdoll / expression (v1.4.0)
- Scene layout — snap-to-ground, align, distribute, grid-duplicate, measure (v1.4.0)
- Environment — scatter, randomize, group (v1.4.0)
- Object utilities — find, set-tint, replace-model, set-tags (v1.4.0)
- Type discovery — describe_type / search_types: Claude reads the real s&box API via reflection, not stale training
data
- Status — live bridge health + diagnostics
🚀
Getting started 1. Install this addon.
2. In Claude Code:
/plugin marketplace add LouSputthole/Sbox-Claude
/plugin install sbox-claude
2. That registers the MCP server (sbox-mcp-server from npm) and ships an sbox-build-feature skill that encodes the workflow + common s&box gotchas.
3. Open your project, open the Claude Bridge dock to confirm it's connected, and start building by chatting.
⚙️ How it works Claude Code ↔ MCP server (Node) ↔ file-based IPC (%TEMP%/sbox-bridge-ipc) ↔ bridge addon (C#, in-editor). s&box
sandboxes System.Net, so there's no WebSocket — requests are queued and run on the main editor thread, and a heartbeat keeps the "connected" status honest.
📝 Notes
- Verifiable-first design — every non-experimental tool renders in the editor (screenshot-checkable) or returns
concrete data, so Claude can see and confirm its own work instead of guessing.
- No breaking changes — every tool from earlier versions is unchanged.
- Requirements: s&box · Node.js 18+ · Claude Code.
- A project by https://sboxskins.gg.
Reach out via email
[email protected]