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sbox-mcp-server

v1.17.1

Published

MCP Server for s&box game engine — enables Claude to build games through conversation

Readme

sbox-mcp-server

MCP Server for the s&box game engine. Lets Claude Code build s&box games through conversation — 170+ tools for scenes, scripts, GameObjects, components, assets, materials, audio, physics, UI, networking, publishing, world-gen, lighting & atmosphere, characters, scene layout, navmesh & spatial queries, particles, animation, NPC brains, playable-game scaffolds, networking & scene inspection/lint, save & services queries, self-diagnosis, console/C# execution, live docs search, and type discovery.

Fastest install — the Claude Code plugin

If you use Claude Code, the easiest install is the companion plugin. It registers this MCP server automatically, ships the workflow + recipe skills (sbox-build-feature, sbox-api, sbox-cookbook, sbox-scaffold-game, sbox-setup), and includes the sbox-game-dev specialist agent.

/plugin marketplace add LouSputthole/Sbox-Claude
/plugin install sbox-claude

You still need to install the s&box-side bridge addon into your project's Libraries/ folder (see step 1 below). The plugin handles the Claude side; the addon handles the s&box side.

Manual install — three steps

1. Install the bridge addon in s&box

The bridge addon runs inside the s&box editor and receives commands from this MCP server. It MUST live inside a project's Libraries/ folder — putting it in s&box's global addons/ will silently fail to compile.

git clone https://github.com/LouSputthole/Sbox-Claude.git
cd Sbox-Claude
.\install.ps1 -RemoveStaleAddons      # Windows, auto-detects your s&box project
./install.sh --remove-stale            # Linux/Mac/WSL

See INSTALL.md for the full guide and manual fallback.

2. Register the MCP server with Claude Code

claude mcp add sbox -- npx sbox-mcp-server

This is the bare command — equivalent to what the plugin's .mcp.json does for you.

3. Open s&box

Open your project. The bridge starts automatically. Verify with:

Check the bridge status.

You should see connected: true with a healthy handlerCount. (That's the editor-side handler count; the server exposes a few more tools total — a handful run MCP-server-side and need no editor handler.)

How it works

Claude Code → (stdio) → sbox-mcp-server → (file IPC) → bridge addon → s&box editor

Communication uses file-based IPC through %TEMP%/sbox-bridge-ipc/. The MCP server writes request JSON files, the bridge addon (running inside s&box) polls and processes on the main editor thread, then writes response files back. WebSocket is not used — s&box's sandboxed C# environment blocks System.Net.

Tools (v1.9.0)

get_bridge_status reports the handlerCount — that's the C# handlers compiled inside the editor. Six tools run MCP-server-side and need no editor handler: read_log, get_compile_errors, execute_csharp, search_docs, get_doc_page, list_doc_categories. They read the log / hotload-eval / fetch docs directly, so they keep working even when the editor has crashed or stalled.

| Category | Tools | |----------|-------| | Project | get_project_info, list_project_files, read_file, write_file | | Scripts | create_script, edit_script, delete_script, trigger_hotload | | Scenes | list_scenes, load_scene, save_scene, create_scene | | GameObjects | create/delete/duplicate/rename, set_parent/enabled/transform | | Components | get/set_property, get_all_properties, list_available, add_component, set_prefab_ref | | Hierarchy | get_scene_hierarchy (with maxDepth + rootId), get/select/focus_object | | Assets | search_assets, list_asset_library, install_asset, get_asset_info | | Materials | assign_model, create/assign_material, set_material_property | | Audio | list_sounds, create_sound_event, assign_sound, play_sound_preview | | Play Mode | start/stop_play, is_playing | | Runtime | get/set_runtime_property, take_screenshot | | Editor | undo, redo | | Prefabs | create/instantiate_prefab, list_prefabs, get_prefab_info | | Physics | add_physics, add_collider, add_joint, raycast | | UI | create_razor_ui, add_screen_panel, add_world_panel | | Templates | create_player/npc_controller, create_game_manager, create_trigger_zone | | Networking | network_helper, configure/status, spawn, ownership, sync, RPCs, lobby/event templates | | Publishing | project_config, validate, thumbnail, package_details | | World gen | invoke_button, list_component_buttons, raycast_terrain, build_terrain_mesh | | Map edit | add_terrain_hill/clearing/trail, clear_terrain_features, sculpt_terrain | | Caves / Forest | add_cave_waypoint, clear_cave_path, add_forest_poi/trail, set_forest_seed, clear_forest_pois, paint_forest_density | | Placement | place_along_path | | Discovery | describe_type, search_types, get_method_signature, find_in_project | | Status | get_bridge_status | | Visual & atmosphere (v1.4.0) | add_light, set_fog, add_post_process, set_skybox, add_envmap_probe, apply_atmosphere, apply_post_fx_look | | Characters (v1.4.0) | spawn_model, spawn_citizen, dress_citizen, set_bodygroup, pose_citizen, equip_model, set_look_at, add_ragdoll, set_expression | | Scene & level (v1.4.0) | snap_to_ground, align_objects, distribute_objects, grid_duplicate, measure_distance | | Environment (v1.4.0) | scatter_props, randomize_transforms, group_objects | | Object utilities (v1.4.0) | find_objects, set_tint, replace_model, set_tags | | VFX (v1.4.0, experimental) | spawn_particle, create_particle_effect, add_trail, add_beam — compile but do not render through the bridge; use spawn_vpcf (below) for visible particles | | Diagnostics (v1.5.0, MCP-server-side) | read_log, get_compile_errors — read sbox-dev.log directly; work even when the editor has crashed | | Camera (v1.5.0) | screenshot_from (aim a shot at any object/pointtake_screenshot is fixed to the Main Camera), frame_camera (move the editor viewport) | | Navigation (v1.5.0) | bake_navmesh, get_navmesh_path | | Spatial (v1.5.0) | physics_overlap (volume counterpart to raycast) | | Reflections (v1.5.0) | bake_reflections (a placed EnvmapProbe captures nothing until baked) | | Particles (v1.5.0) | spawn_vpcf — compiled .vpcf via LegacyParticleSystem, the supported particle path | | Console / Exec (v1.5.0) | console_run, execute_csharp (experimental) | | Object utilities (v1.5.0) | remove_component, get_tags | | Docs search (v1.5.0, MCP-server-side) | search_docs, get_doc_page, list_doc_categories — official Facepunch/sbox-docs | | Inspection & validation (v1.9.0) | inspect_networked_object (per-object Network.* + every component's [Sync] fields/values), networking_lint (static scan for [Sync]/RPC footguns), scene_validate (no-camera / stray root Rigidbody / trigger-vs-trace), save_inspect (list/read/diff FileSystem.Data saves), services_query (Sandbox.Services stats + leaderboards), simulate_input (drive named input actions in play mode) |

Working with Claude effectively

Three disciplines prevent the iteration-loop trap:

  1. After visual changes, see the result — and aim the camera. take_screenshot renders from the scene's Main Camera (one fixed angle), so it often won't show the thing you just changed. Use screenshot_from to point the camera at the target object/point, then read the PNG. Claude is a multimodal model — guessing about visual outcomes from code alone produces long iteration loops.
  2. Before writing code that touches an unfamiliar s&box type, call describe_type or search_types. Reflection is the source of truth; training data goes stale across SDK versions.
  3. When something breaks, read the log instead of guessing. get_compile_errors surfaces the latest C# compile failures and read_log tails sbox-dev.log — both MCP-server-side, so they work even if the editor crashed.

The companion plugin's sbox-build-feature skill encodes this workflow plus the common gotchas. If you're not using the plugin, the same rules apply manually.

Requirements

  • Node.js 18+
  • s&box with the bridge addon installed in your project's Libraries/ folder
  • Claude Code

Documentation

License

AGPL-3.0-or-later — see LICENSE and NOTICE for details. The code is open under AGPL; the "s&box Claude Bridge" / "sboxskins.gg" name and branding may not be reused to pass a fork off as the original.

Copyright (c) 2026 sboxskins.gg