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]
June Update
1.4.0
2 June 2026
🎁 Added
  • Claude Bridge v1.4.0 — Scene Authoring Update
  • +32 tools (99 → 131). The bridge can now compose whole scenes, not just poke one object at a time.
  • - 🎨 Lighting & atmosphere — lights, fog, post-FX, skybox, reflection probes + one-call mood presets (horror-night,
  • foggy-dawn, warm-interior, overcast)
  • - 🧍 Characters — spawn & dress Citizens, pose them, equip props to bones, look-at/gaze, ragdolls, facial expressions
  • - 🧱 Scene layout — snap-to-ground, align, distribute, grid-duplicate, measure
  • - 🌲 Environment — scatter props (seeded + ground-snapped), randomize transforms, group objects
  • - 🔍 Object utilities — find by name/component/tag; bulk tint / replace-model / set-tags
  • - ⚙️ Experimental — particle/VFX tools (compile but render unverified through the bridge)
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