Claude Bridge — v1.x → v1.y (2026-04-26)
21 new tools, 109 total. Major focus: world editing and code discovery.
🌍 Map & World Editing (new)
The bridge can now drive map-building components that follow a List<feature> + [Button] pattern. Works with the
included Sasquatched-style MapBuilder / CaveBuilder / ForestGenerator, or any custom component shaped the same way.
- invoke_button — press any [Button] on any component (the keystone tool — works on every project)
- list_component_buttons — discover buttons available on a component
- add_terrain_hill / add_terrain_clearing / add_terrain_trail — sculpt the heightmap by adding features
- clear_terrain_features — wipe Hills / Clearings / Trails / CavePath / all
- raycast_terrain — sample surface height at a world XY (place props on the surface)
- add_cave_waypoint / clear_cave_path — edit cave tunnel paths
- add_forest_poi / add_forest_trail — add clearing zones and trail gaps to procedural forests
- set_forest_seed / clear_forest_pois — re-roll layouts, reset
🎨 Terrain Sculpting & Painting (new — Level 3)
- sculpt_terrain — direct heightmap brush with raise / lower / flatten / smooth modes
- paint_forest_density — paint circular biome regions with density multipliers (0 = clearing, 2 = dense)
- place_along_path — drop instances of any model along a curve with spacing, jitter, and scale variation
🔍 Code Discovery (new)
Stops Claude from guessing s&box APIs by exposing Game.TypeLibrary reflection.
- describe_type — full surface of any type: properties, methods, events, attributes
- search_types — find types by name pattern, optionally filter to Components only
- get_method_signature — formal signature with all overloads, parameter types, defaults
- find_in_project — grep your project for a symbol to find usage examples
🔧 Component Reference (new)
- set_prefab_ref — assign a prefab GameObject to a component property (the case set_property couldn't handle)
🛠 Reliability Fixes
- Fixed is_playing always returning false after start_play succeeded. Now uses EditorScene.Play with SetPlaying
fallback, plus a PlayState tracker that combines multiple signals.
- Better error messages from invoke_button — unwraps TargetInvocationException so you see the real inner error from
your component code, not the generic reflection wrapper.
- Cleaner addon dispatch — removed ~150 lines of legacy hardcoded scene-builder code that's superseded by the new
component-driver pattern.
📦 Tool Count
┌──────────────────────────────────┬────────┬───────┐
│ │ Before │ After │
├──────────────────────────────────┼────────┼───────┤
│ Defined │ 89 │ 109 │
├──────────────────────────────────┼────────┼───────┤
│ Implemented │ 78 │ 100 │
├──────────────────────────────────┼────────┼───────┤
│ Not implementable (no s&box API) │ 11 │ 9 │
└──────────────────────────────────┴────────┴───────┘
🔄 Compatibility Notes
- The new map-edit tools (add_terrain_hill, etc.) work on any project with components shaped like MapBuilder /
CaveBuilder / ForestGenerator (a [Property] List<FeatureClass> plus [Button] to rebuild).
- invoke_button, list_component_buttons, raycast_terrain, set_prefab_ref, and all four discovery tools work on any
project, no specific component required.
- All existing 78 tools unchanged. Drop-in upgrade.
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