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board-sdk-mcp-server

v0.3.1

Published

MCP server for Board SDK (fun.board v3.3.0) — provides AI assistants with structured access to Board SDK APIs

Readme

Board SDK MCP Server

MCP server that gives AI assistants structured access to the Board SDK (fun.board v3.3.0) for Unity game development. Instead of hallucinating SDK APIs, your AI generates correct C# code with proper platform guards, async patterns, and caveats — on the first attempt.

When Unity Editor is running with MCP for Unity, this server automatically discovers and proxies Unity's tools and resources too — one MCP server for both Board SDK knowledge and live Unity Editor control.

What's included

  • 27 tools across 4 SDK domains (Input, Session, Save Game, Application)
  • 7 piece sets — full catalog of physical game piece models (arcade, chop_chop, mushka, omakase, save_the_bloogs, thrasos_arcade, and the combined chop_chop_mushka set)
  • 8 resources with type schemas, piece set catalog, changelog, error catalog, and platform guard reference
  • Unity Editor integration — automatically proxies Unity MCP tools/resources when Unity is running
  • Every tool response includes: API signature, complete C# code example, parameter docs, caveats, and related tools

Install

npx board-sdk-mcp-server

No build step, no cloning. Just add the config below to your AI agent and it runs automatically.

Prerequisites

  • Node.js 20+

Adding to your AI agent

Claude Desktop

Edit ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows):

{
  "mcpServers": {
    "board-sdk": {
      "command": "npx",
      "args": ["-y", "board-sdk-mcp-server"]
    }
  }
}

Restart Claude Desktop. You'll see the Board SDK tools appear in the tool picker (hammer icon).

Cursor

Create or edit .cursor/mcp.json in your project root:

{
  "mcpServers": {
    "board-sdk": {
      "command": "npx",
      "args": ["-y", "board-sdk-mcp-server"]
    }
  }
}

Restart Cursor. The Board SDK tools will be available to the agent in Composer.

Windsurf

Edit ~/.codeium/windsurf/mcp_config.json:

{
  "mcpServers": {
    "board-sdk": {
      "command": "npx",
      "args": ["-y", "board-sdk-mcp-server"]
    }
  }
}

VS Code (Copilot)

Add to your VS Code settings.json or .vscode/mcp.json:

{
  "mcp": {
    "servers": {
      "board-sdk": {
        "command": "npx",
        "args": ["-y", "board-sdk-mcp-server"]
      }
    }
  }
}

Claude Code (CLI)

claude mcp add board-sdk -- npx -y board-sdk-mcp-server

From source (development)

git clone <repo-url> && cd BoardMCP
npm install
npm run build

Then use "command": "node", "args": ["/path/to/BoardMCP/dist/index.js"] in any config above.


Verifying it works

After adding the server to your agent, ask it something like:

"How do I detect physical piece contacts on a Board?"

The agent should call board_input_get_contacts and return a structured response with a complete C# code example, platform guards, and caveats — not a generic guess.

Other good test prompts:

| Prompt | Expected tools called | | -------------------------------------- | --------------------------------------------------------- | | "Set up save games with cover images" | board_save_create, board_save_cover_image | | "Add a second player to the session" | board_session_add_player, board_session_player_types | | "Why are my contacts returning empty?" | board_input_get_contacts, board_input_simulator_setup | | "What piece sets are available?" | board_input_list_piece_sets | | "Set up Chop Chop piece detection" | board_input_glyph_setup, board_input_list_piece_sets | | "Configure the pause screen" | board_app_pause_screen, board_app_pause_events | | "What's the max save file size?" | board_save_storage_info | | "Add an Easy AI opponent" | board_session_ai_players, board_session_add_player | | "Fix my input modules conflicting" | board_app_input_module |

Available tools

Input (board_input_*)

| Tool | What it returns | | -------------------------------- | ---------------------------------------------------------- | | board_input_get_contacts | GetActiveContacts() polling pattern with platform guards | | board_input_contact_lifecycle | BoardContactPhase state machine (Began → Moved → Ended) | | board_input_configure_settings | BoardInputSettings smoothing and piece set configuration | | board_input_simulator_setup | Editor simulator activation for testing without hardware | | board_input_glyph_setup | Physical game piece detection with model file setup | | board_input_list_piece_sets | Catalog of available piece set models and their games | | board_input_debug_view | Visual debug overlay for contact positions and bounds |

Session (board_session_*)

| Tool | What it returns | | ------------------------------ | ------------------------------------------------------- | | board_session_get_players | Player roster access and playersChanged event pattern | | board_session_add_player | PresentAddPlayerSelector() with async/await pattern | | board_session_replace_player | PresentReplacePlayerSelector() with IL2CPP notes | | board_session_reset_players | ResetPlayers() for returning to initial state | | board_session_player_types | BoardPlayerType (Profile, Guest, AI) explanation | | board_session_active_profile | activeProfile vs players[] distinction | | board_session_ai_players | SetAIPlayerTypes() for registering AI opponent types |

Save Game (board_save_*)

| Tool | What it returns | | --------------------------- | ----------------------------------------------------------- | | board_save_create | CreateSaveGame() with auto player association | | board_save_update | UpdateSaveGame() with checksum regeneration | | board_save_load | LoadSaveGame() with player activation side-effect warning | | board_save_list | GetSaveGamesMetadata() with hydrated player info | | board_save_cover_image | Cover image loading (432x243 PNG) | | board_save_storage_info | Storage limits (16MB payload, 64MB total) | | board_save_remove_players | Player removal with auto-delete behavior | | board_save_remove_profile | Active profile removal from save |

Application (board_app_*)

| Tool | What it returns | | ---------------------------- | --------------------------------------------------------- | | board_app_pause_screen | SetPauseScreenContext() vs UpdatePauseScreenContext() | | board_app_profile_switcher | Profile switcher overlay visibility control | | board_app_exit | Clean exit with platform behavior differences | | board_app_pause_events | Pause screen event subscription pattern | | board_app_input_module | BoardUIInputModule automatic input module management |

Board pieces

Board games use physical game pieces (called "glyphs") that are recognized by the Board's built-in camera. Each game has its own piece set — a TensorFlow Lite recognition model that maps physical pieces to unique glyphId integers.

Available piece sets

| Piece Set | Model File | Version | Game | |-----------|-----------|---------|------| | arcade | arcade.bytes | 1.3.7 | Board Arcade | | thrasos_arcade | thrasos_arcade.bytes | 1.0.2 | Thrasos Arcade | | chop_chop | chop_chop.bytes | 1.3.0 | Chop Chop | | mushka | mushka.bytes | 1.3.1 | Mushka | | chop_chop_mushka | chop_chop_mushka.bytes | 1.0.0 | Chop Chop + Mushka (combined) | | omakase | omakase.bytes | 1.3.2 | Omakase | | save_the_bloogs | save_the_bloogs.bytes | 1.3.2 | Save the Bloogs |

How pieces work

  1. Place the .bytes model file in Assets/StreamingAssets/Board/PieceSets/ in your Unity project
  2. Set BoardInputSettings.pieceSetModelFilename to the model file at runtime
  3. Call BoardInput.GetActiveContacts(BoardContactType.Glyph) to detect pieces each frame

Each detected piece provides:

  • glyphId — unique integer identifying which piece it is (stable across sessions for the same model version)
  • screenPosition — where on the surface the piece is located
  • orientation — rotation in radians (clockwise from vertical)
  • isTouched — whether a finger is simultaneously touching the piece
  • bounds — screen-space bounding box for hit-testing

Only one piece set can be active at a time. To recognize pieces from multiple games simultaneously, use a combined set (e.g., chop_chop_mushka recognizes both Chop Chop and Mushka pieces in one session).

Related tools

| Tool | Use it to... | |------|-------------| | board_input_list_piece_sets | Browse the full catalog with optional game filtering | | board_input_glyph_setup | Configure a piece set and start detecting pieces | | board_input_configure_settings | Set smoothing and piece set model filename | | board_input_get_contacts | Poll detected pieces (and finger touches) each frame |

Available resources

| Resource | Contents | | ----------------------------- | -------------------------------------------- | | board://sdk/overview | SDK description, version, namespace map | | board://sdk/types/contact | BoardContact struct — all 10 fields | | board://sdk/types/player | BoardPlayer + BoardSessionPlayer schemas | | board://sdk/types/savegame | BoardSaveGameMetadata — all 11 fields | | board://sdk/piece-sets | Piece set catalog with models, versions, games | | board://sdk/changelog | Changelog v2.0 → v3.3.0 | | board://sdk/errors | Common errors and resolutions | | board://sdk/platform-guards | #if UNITY_ANDROID guard reference |

Unity Editor integration

This server acts as an MCP gateway. It always serves Board SDK tools (documentation and code examples), and when Unity Editor is running with the MCP for Unity package, it automatically connects and proxies Unity's tools and resources through the same server.

No extra configuration needed. If Unity is running with the MCP bridge started, Unity tools appear automatically. If Unity isn't running, Board SDK tools still work normally.

How it works

  1. On startup, the server attempts to connect to Unity MCP at http://127.0.0.1:8090/mcp
  2. If Unity is available, it discovers all Unity tools and resources and makes them available to your AI agent
  3. If Unity disconnects (editor closed, domain reload), Unity tools are removed and the server retries in the background
  4. Board SDK tools are always available regardless of Unity's state

Requirements

  • Install the MCP for Unity package in your Unity project
  • Open Window > MCP for Unity and click Start Bridge
  • The bridge runs on http://127.0.0.1:8090/mcp by default

Disabling Unity integration

Set UNITY_MCP_ENABLED=false to skip the Unity proxy entirely, or change the URL with UNITY_MCP_URL if your Unity bridge runs on a different port.

Development

npm run dev          # Run server with tsx (no build step)
npm run build        # Compile TypeScript to dist/
npm run typecheck    # Type-check without emitting
npm test             # Run tests

Environment variables

| Variable | Default | Description | | ------------------- | ------------------------------- | ---------------------------------------------------------- | | MCP_TRANSPORT | stdio | Transport mode: stdio or sse | | MCP_SSE_PORT | 3000 | SSE server port (only when MCP_TRANSPORT=sse) | | UNITY_MCP_URL | http://127.0.0.1:8090/mcp | Unity MCP endpoint URL | | UNITY_MCP_ENABLED | true | Set to false to disable Unity proxy entirely | | LOG_LEVEL | info | Logging: debug, info, warn, error |