By LouSputthole
Build Unity games by talking to Claude. Bundles the Claude Bridge for Unity MCP server (a self-contained stdio proxy that drives the Unity Editor over WebSocket and survives domain reloads) plus a plugin-with-a-brain skill set: claude-bridge-setup (first-run onboarding + connection verify), claude-bridge-build-feature (the screenshot-driven iteration workflow + the hard-won Unity gotchas: flat 'x,y,z' params, verify-the-mutation, reflection-first via describe_type, compile-verify generated code, play-mode verification, and handing 'feel' to a human), claude-bridge-api (idiomatic Unity C# / MonoBehaviour / Editor-vs-runtime / AssetDatabase patterns so the agent writes Unity not s&box/Unreal), claude-bridge-cookbook (a starter router of Unity genre/system recipes), and claude-bridge-scaffold-game (turns one ask into a playable first-person starter you can press Play on). Also bundles the unity-game-dev specialist subagent for self-contained build hand-offs. The Unity package + the proxy binary install separately (see README).
Based on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
Use when writing or modifying C# for a Unity project driven through the Claude Bridge — MonoBehaviour components, ScriptableObjects, Editor scripts, and gameplay code. Teaches idiomatic Unity 6 / C# patterns (MonoBehaviour lifecycle, [SerializeField] serialization, Editor vs runtime, AssetDatabase, coroutines, prefabs, physics) and the s&box/Unreal -> Unity translations, so the agent writes Unity, not another engine's patterns. Verify exact signatures live via the bridge's describe_type.
Use when building, modifying, or polishing any feature in a Unity project through the Claude Bridge — gameplay systems, components, prefabs, scene layout, materials/lighting, UI, anything that produces a visible or runtime change. Codifies the screenshot-driven iteration workflow that prevents the "guess-and-check" loop the bridge is most susceptible to, plus the hard-won Unity gotchas to bake in from day one.
Use when building a whole Unity game or a specific game SYSTEM through the Claude Bridge and you want a proven build order grounded in THIS bridge's real tools instead of guessing. A ROUTER over genre playbooks (tycoon/management, survival, fps-shooter, platformer, top-down twin-stick, tower-defense, rpg, horror, puzzle, racing) and per-system how-tos (inventory, save-load, economy-currency, health-combat, npc-ai, spawning-waves, progression-upgrades, dialogue, day-night, objectives-quests, ui-hud, audio, building-placement). Each reference names the exact bridge scaffolds/tools to compose (create_health_system, create_inventory, create_economy_wallet, create_npc_brain, create_save_system, create_player_controller, create_spawner, scatter_props, apply_atmosphere, screenshot_orbit, the editor_recompile→wait_ready→get_compile_errors trio, sim_play, set_runtime_property, invoke_method, …) and how to verify each step. Triggers on "how do I build a <genre> game", "inventory system", "save system", "economy / currency", "health / damage", "enemy AI", "spawn waves", "upgrade tree", "dialogue", "day/night", "quest / objective", "HUD", "tower defense", "twin-stick", "building placement", and similar. This is a ROUTER — find the system/genre, open the reference; do not answer from SKILL.md alone.
Use when iterating on GAMEPLAY LOGIC in play mode through the Claude Bridge — tuning a method body and wanting to see the effect WITHOUT the domain-reload tax (which exits play and drops runtime state). Covers the Live Patch family (live_patch_apply / live_patch_status / live_patch_revert / live_patch_list): when it applies a method-body change to the running domain instantly, when it must fall back to a normal recompile, and how to fold it into the screenshot-driven playtest loop. EXPERIMENTAL; requires the optional com.lousputthole.livepatch package.
Use when the user asks for a whole playable game in one go through the Claude Bridge for Unity — "make me a first-person game", "scaffold a game", "give me something I can press Play on". Orchestrates the bridge's gameplay scaffolds (create_player_controller / create_objective_system / create_game_manager / create_health_system / create_pickup / create_trigger_zone + the primitives, colliders, camera, and set_component_reference wiring) into a first-person starter you can enter Play mode in and actually move around, see a level, and win or lose. Handles the generate→recompile→place sequencing and the screenshot verify loop.
Uses power tools
Uses Bash, Write, or Edit tools
The free, self-contained stdio proxy for Claude Bridge for Unity — the Editor package on the Unity Asset Store that exposes ~300 AI-callable tools inside your running Unity Editor.
You only need this for the stdio transport (e.g. the Claude Code plugin). The Unity package's built-in HTTP transport needs no download — if you're on HTTP, ignore this repo.
Grab the binary for your OS from the latest release:
| OS | Asset |
|---|---|
| Windows x64 | claude-bridge-unity-win-x64.exe |
| macOS (Apple Silicon) | claude-bridge-unity-osx-arm64 |
| macOS (Intel) | claude-bridge-unity-osx-x64 |
| Linux x64 | claude-bridge-unity-linux-x64 |
Verify downloads against SHA256SUMS.txt.
chmod +x the file.xattr -d com.apple.quarantine ./claude-bridge-unity-osx-*.Register it with your MCP client (it connects to your running Unity Editor and survives domain reloads):
{ "mcpServers": { "claude-bridge-unity": { "command": "C:/path/to/claude-bridge-unity.exe" } } }
Full docs ship inside the Asset Store package (Documentation/).
The proxy is free and redistributable. The paid product is the Unity Editor package (the 300 tools).
Prefer not to hand-edit MCP config? Install the companion plugin — it registers the bridge and adds the skill workflows (setup, build-feature, the Unity C# API guide, and a genre/system cookbook).
claude plugin marketplace add LouSputthole/claude-bridge-unity-proxy
claude plugin install claude-bridge-unity@claude-bridge-unity
Then restart Claude Code (MCP servers load at startup). The plugin connects over
HTTP, so in Unity enable it once: Window ▸ Claude Bridge ▸ Options ▸ Enable HTTP
endpoint (binds http://127.0.0.1:17331/mcp). Ask Claude "check the bridge status" to
confirm.
Want the stdio transport instead (survives domain reloads)? Download the proxy above and use the bridge's Copy MCP config button, or see the package's
Documentation/.
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Sign in to claimnpx claudepluginhub lousputthole/claude-bridge-unity-proxy --plugin claude-bridge-unityBuild s&box games by talking to Claude. Bundles the Claude Bridge MCP server, a screenshot-driven game-dev workflow skill, and an optional sbox-game-dev specialist agent. The s&box editor addon must be installed separately (see README).
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