By LouSputthole
Build and modify s&box games by describing features in natural language, using a screenshot-driven workflow to iterate on gameplay systems, animations, UI panels, abilities, and world generation without guess-and-check loops.
Uses power tools
Uses Bash, Write, or Edit tools
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npx claudepluginhub lousputthole/sbox-claude --plugin sbox-claudeBuild 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).
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