---
title: "Claude bridge - s&box library"
description: "Connects Claude AI to your s&box editor in real-time. Describe what you want and it creates. Game Dev is open for all!"
canonical: "https://sbox.watch/libraries/sboxskinsgg/claudebridge/"
generated_at: "2026-09-06T01:39:43.988Z"
---

# Claude bridge

Connects Claude AI to your s&box editor in real-time. Describe what you want and it creates. Game Dev is open for all!

- Type: library
- Ident: sboxskinsgg.claudebridge
- Creator: sboxskinsgg
- Canonical: https://sbox.watch/libraries/sboxskinsgg/claudebridge/
- Markdown: https://sbox.watch/libraries/sboxskinsgg/claudebridge/index.md
- sbox.game: https://sbox.game/sboxskinsgg/claudebridge/
- Generated: 2026-09-06T01:39:43.988Z

## Stats

- 24h momentum: +0
- Terry score: 63%
- Favorites: 17
- Upvotes: 26
- Downvotes: 8
- Updated: Jul 24, 2026
- Created: Apr 10, 2026
- Size: 2.1 MB
- Files: 82
- Tags: ai, anthropic, assistant, automation, bridge, claude, code, developer

## Description

Claude Bridge for s&box, NOW! With Codex

(Revamped for NATIVE MCP) · MAJOR TOOLSET UPDATE

Build s&box games by talking to Claude, Codex, or any AI.

273 native tools · 28 toolsets, served by s&box's built-in editor MCP server. An AI working inside your editor: writing scripts, creating GameObjects, wiring components, building whole systems, physics, networking, UI, lighting, characters, terrain, vehicles, cutscenes. You describe it; the AI builds it, screenshots it, sees the image, and fixes it.

But the tools aren't the real story, the bridge ships a 🧠 brain. The plugins bundle sbox-cookbook: a code-grounded knowledge base mined from 51 real, shipped, open-source s&box games. The AI reaches for proven, shipped patterns, real inventories, economies, save systems, netcode, whole genre playbooks, instead of guessing.

📖 Docs & changelog: sboxskins.gg/claudebridge · setup · changelog · troubleshooting · FAQ
📬 Feedback: sboxskins@gmail.com or GitHub Issues

🆕 NOW with Codex

The s&box Codex Bridge is a first-party distribution of the whole experience for OpenAI Codex: same 273 tools, same cookbook brain, same screenshot-verify workflow, generated from the Claude plugin by the same scripts, so the two can never drift.

codex plugin marketplace add LouSputthole/Sbox-Claude --ref codex-v2.2.0
codex plugin add sbox-codex-bridge@sboxskins
And because the editor hosts the MCP server, any MCP client connects over local HTTP, no Node.js required.

⚡ Start here: the one-command plugin

/plugin marketplace add LouSputthole/Sbox-Claude
/plugin install sbox-claude (then restart Claude Code)
That single install gives you:

- 🧠 The brain: sbox-cookbook, the \#1 reason to use this
- 🤖 A specialist game-dev agent: knows the workflow, the gotchas, when to reach for the cookbook
- 📸 The screenshot workflow skill: build → screenshot → verify → fix, so the AI is never building blind
- 🔌 Both MCP servers registered: the native editor endpoint + the optional lifeline, zero version drift
- 👋 Onboarding: first connect checks the bridge, detects your libraries, suggests a first move

You still install the s&box addon from this page (see Install below).

🧠 The brain: build like a shipped game, not a guess

The hardest part of building with an AI isn't typing C\#, it's knowing the right pattern. Where does the money live so a client can't forge it? How do you sign a save file? Get those wrong and it compiles, then desyncs, dupes currency, or corrupts saves.

sbox-cookbook answers exactly those questions: 11 engine references, 18 system how-tos, 20 genre playbooks, all citing real source from 51 shipped games. Ask "how do I build a tycoon / an inventory / a save system?" and it loads the grounded recipe.

- 🎮 Genre playbooks: tycoon/idle, deathmatch, platformer, survival/horror, card-battler, gacha, social-hub, sandbox, vehicles, roleplay, more, each with the system stack, a build order, and how real games did it
- ⚙️ Game systems: inventory, economy, shops, saves, progression, loot tables, leaderboards, crafting, dialogue, round flow, waves, anti-cheat
- 🔩 Engine fundamentals: networking & authority, player controllers, Razor UI, physics & traces, lifecycle, world-gen, performance

It also carries the cross-cutting laws that bite every system: authority gating, host-authoritative money/health/score, request → apply → confirm RPCs, sanitize-and-clamp-on-load saves. The kind of thing you only learn by shipping.

💬 How it works

You: "Make a player controller with WASD, mouse look, double-jump, and a flashlight."
 Claude: writes the script, wires the input, sets up the spotlight, then aims a camera, sees the PNG right in the tool result, and checks its own work.

You: "Build me an inventory with a hotbar."
 Claude: opens the cookbook's inventory recipe, builds it host-authoritative like real games do, then runs networking\_lint to confirm it actually replicates.

You: "Does my game actually work with two players?"
 Claude: runs start\_multiplayer\_test: a REAL second game client boots, joins a private lobby, and plays in your session. (New in v2.2.0.)

✅ Great at: game systems through conversation. controllers, NPCs, networking, UI, prefabs, vehicles, cutscenes, whole genre loops, clean, working s&box C\#.

🟡 Serviceable at: map building. It sees its own screenshots now, so it's not blind, but final visual polish still wants your eyes.

🚀 What's new

v2.2.0: args that just work, multiplayer that tells the truth, and Codex

- Rotation & vector args fixed everywhere: comma strings, arrays, and objects all parse on every creation, transform, camera, and placement path. The \#1 paper cut of the native era is gone.
- Multiplayer test harness is LIVE: real sbox.exe clients in private hidden lobbies, truthful status tracking (dead clients report dead), full cleanup and rollback.
- NOW with Codex: first public s&box Codex Bridge (see top).

v2.1.0 "Action!": the +30-tool cinematic wave

- 🎬 Gameplay recording: capture real play to .movie clips; record\_playtest = a scripted test plus replayable footage of the run
- 🎥 Cutscenes without the dock: bake a shot list to a .movie in milliseconds; a true rolling-buffer killcam
- 🗣️ NPCs that speak: TTS dialogue with moving mouths driven by the live viseme stream, zero recorded VO
- 💥 Camera feel: shake / punch / tilt presets over the engine's new built-ins
- 💰 Economy & meta depth: audited ledgers, idle economies, tamper-evident saves, meta-progression, achievements, Elo, speedrun boards, map voting, utility-AI brains, water volumes, day-night sun

v2.0.0 "Native": the bridge moved into the editor

- Runs on s&box's own MCP server (port 7269, on by default), no Node.js on the main path
- 📸 Inline screenshots: the PNG arrives inside the tool result
- 🔎 Live tool discovery, permission-free reads (57 read-only tools), real error semantics
- ⏪ Scene checkpoints: the agent-side undo: snapshot, batch-edit, hate it, roll back
- 🚗 Vehicles toolset, real prefabs with GUID remap, dry-run batch ops

Earlier: v1.20 "Director's Cut" (+19 tools) · v1.18 (LipSync) · v1.9–1.12 (the cookbook, the lint family, CI gates). Full history: sboxskins.gg/claudebridge/changelog.

🛠️ What it can do (273 native tools · 28 toolsets)

- Scene & GameObjects: create, clone, transform, parent; hierarchy + selection; find by name/component/tag; one-call scene & project orientation
- Scene checkpoints ⏪, snapshot every root object, roll the whole scene back
- Batch ops: set/delete/add/reparent across many objects, each with dryRun: true preview
- Scripts: write / edit / hotload C\#; one-shot scaffolds for controllers, NPC AI, managers, networked players
- Components: add/configure anything; typed properties; models, materials, prefab refs; call methods and editor buttons
- Multiplayer testing 🆕, boot real second clients into private lobbies; truthful status; plus the full networking codegen family (sync, RPCs, lobbies, host-migration)
- Vehicles 🚗, any rigidbody prop → raycast car with driver seat; arcade / drift / offroad / race presets; physgun-lite
- Physics: rigidbodies, colliders, joints, raycasts, overlap queries
- Lighting & atmosphere: lights, fog, post, skyboxes, probes, day-night sun, render-target cameras (CCTV/mirrors), one-call mood presets
- Characters: spawn, dress, pose Citizens; ragdolls; expressions; animgraph; LipSync, and full TTS dialogue with moving mouths
- Cinematics & recording 🎬, record gameplay to .movie and replay it; bake cutscenes from a shot list; killcams; camera shake presets; combat text, combo meters, nametags
- Terrain & world-gen: sculpt brushes, hills/trails/caves, forest painting, prop scatter, water volumes
- Navigation: bake navmesh, query paths
- UI & audio: Razor panels (screen + world), BuildHash auto-fixer; sound events + in-editor preview
- Inspection & validation 🔍, see what replicates, lint multiplayer footguns, validate scenes, scan broken references, lint C\#/Razor before the compiler, diff saves. The AI verifies instead of hoping.
- Prefabs, real ones: full engine serialization, true re-instantiation with GUID remap
- Self-verify & diagnostics: inline screenshots (single, framed, or full orbit); camera bookmarks & visual baselines; console; restart\_editor; the lifeline reads logs and compile errors even when the editor has crashed
- Debug & playtest: debug draw, slow-mo, perf counters; scripted in-frame playtests with pass/fail transcripts
- Docs & live API search: live reflection of the real loaded SDK + official docs search. A big reason the generated C\# actually compiles.
- Publishing: validate, configure, thumbnails, package details

📦 Install

1. The addon (everyone): click Install on this page. s&box drops it into your project's Libraries/ automatically.

2. Connect your AI, pick one:

- A, Claude Code plugin (recommended): the one-command install at the top. Registers both servers + the brain + the agent + the workflow.
- B, Codex plugin: the two commands in the Codex section above.
- C, manual / any MCP client:

claude mcp add --transport http sbox http://127.0.0.1:7269/mcp
Optional but recommended, the lifeline, for editor-down diagnostics (needs Node.js 18+):

claude mcp add sbox-lifeline -- npx -y sbox-mcp-server@2 --lifeline
The native server dies with the editor; the lifeline answers "why did the editor crash" when nothing else can.

3. Verify: with s&box open, ask your AI to run search\_tools or "describe the project". Then try:

"Create a cube at 0, 0, 100." · "Make me a drivable car." · "Build me a host-authoritative currency system." (watch it reach for the cookbook) · "Test my game with a second player." (watch a real client boot and join)

🔒 Under the hood

- Loopback-only, 100% local: the server binds 127.0.0.1:7269; nothing leaves your machine
- 273 tools are \[McpTool\] methods the engine auto-discovers; hotload = live re-registration
- Play-mode-safe & path-safe: scene edits refused during play; file ops confined to your project
- Full picture: 286 total tools / 278 handlers: 273 native + 7 lifeline + 6 served by native built-ins

🧰 Full tool list

273 native tools · 28 toolsets · 57 read-only. Agents browse these live with list\_toolsets / search\_tools.

bridge\_asset (7): copy\_asset\_with\_dependencies, get\_asset\_info, inspect\_model\_geometry, install\_asset, list\_asset\_library, recompile\_asset, search\_assets

bridge\_audio (5): add\_tts\_voice, assign\_sound, create\_sound\_event, list\_sounds, play\_sound\_preview

bridge\_batch (4): batch\_add\_component, batch\_delete, batch\_reparent, batch\_set\_property

bridge\_character (12): add\_lipsync, add\_ragdoll, dress\_citizen, equip\_model, list\_animations, play\_animation, pose\_citizen, set\_animgraph\_param, set\_bodygroup, set\_expression, set\_look\_at, spawn\_citizen

bridge\_component (10): add\_component\_to\_new\_object, add\_component\_with\_properties, get\_all\_properties, get\_property, invoke\_button, invoke\_method, list\_available\_components, set\_component\_reference, set\_property, list\_component\_buttons

bridge\_debug (11): console\_run, debug\_clear, debug\_draw\_box, debug\_draw\_line, debug\_draw\_ray, debug\_draw\_sphere, frame\_camera, get\_bridge\_status, get\_profiler\_stats, restart\_editor, set\_time\_scale

bridge\_discovery (5): describe\_type, find\_in\_project, get\_method\_signature, list\_libraries, search\_types

bridge\_gameobject (27): align\_objects, create\_gameobject, delete\_gameobject, distribute\_objects, duplicate\_gameobject, find\_objects, focus\_object, get\_bounds, get\_scene\_hierarchy, get\_selected\_objects, get\_tags, grid\_duplicate, group\_objects, measure\_distance, plan\_placements, commit\_placement\_plan, discard\_placement\_plan, randomize\_transforms, rename\_gameobject, replace\_model, scatter\_props, select\_object, set\_enabled, set\_parent, set\_tags, set\_tint, set\_transform, snap\_to\_ground

bridge\_material (4): assign\_material, assign\_model, create\_material, set\_material\_property

bridge\_moviemaker (10): add\_movie\_player, author\_movie\_clip, create\_killcam, gameplay\_recording\_status, list\_movies, play\_movie, record\_gameplay\_clip, record\_playtest, stop\_gameplay\_recording, stop\_movie

bridge\_navigation (2): bake\_navmesh, get\_navmesh\_path

bridge\_networking (17): add\_host\_migration\_recovery, add\_network\_helper, add\_rpc\_method, add\_sync\_property, add\_targeted\_rpc, configure\_network, create\_host\_rpc\_action, create\_lobby\_manager, create\_local\_player\_resolver, create\_network\_events, create\_networked\_player, get\_network\_status, multiplayer\_test\_status, network\_spawn, set\_ownership, start\_multiplayer\_test, stop\_multiplayer\_test

bridge\_npc (7): assign\_patrol\_route, create\_npc\_brain, create\_npc\_schedule\_brain, create\_npc\_spawner, create\_utility\_ai, place\_patrol\_route, simulate\_npc\_perception

bridge\_physics (5): add\_collider, add\_joint, add\_physics, physics\_overlap, raycast

bridge\_playmode (5): get\_runtime\_property, is\_playing, set\_runtime\_property, start\_play, stop\_play

bridge\_playtest (6): drive\_player, drive\_player\_status, playtest, playtest\_abort, playtest\_status, simulate\_input

bridge\_prefab (5): create\_prefab, get\_prefab\_info, instantiate\_prefab, list\_prefabs, set\_prefab\_ref

bridge\_project (14): create\_script, delete\_script, describe\_project, edit\_script, ensure\_input\_action, get\_package\_details, get\_project\_config, get\_project\_info, list\_project\_files, read\_file, set\_project\_config, set\_project\_thumbnail, trigger\_hotload, write\_file

bridge\_scaffold\_gameplay (41): add\_achievement\_trigger, add\_interaction\_prompt, add\_interaction\_station, add\_leaderboard\_stat, add\_steam\_stat\_currency, create\_achievement\_set, create\_carry\_system, create\_currency\_account, create\_currency\_pickup, create\_day\_night\_clock, create\_economy\_wallet, create\_elo\_rating\_system, create\_event\_bus, create\_event\_director, create\_gacha\_drop\_table, create\_game\_manager, create\_health\_system, create\_hold\_to\_confirm, create\_idle\_economy, create\_idle\_income, create\_interactable, create\_inventory, create\_leaderboard\_panel, create\_loot\_table\_resource, create\_meta\_progression, create\_needs\_system, create\_npc\_controller, create\_objective\_system, create\_offline\_progress, create\_pickup, create\_placement\_mode, create\_player\_controller, create\_round\_phase\_machine, create\_round\_state\_machine, create\_save\_slots, create\_save\_system, create\_signed\_save, create\_speedrun\_leaderboard, create\_stat\_modifier\_system, create\_team\_assigner, create\_trigger\_zone, create\_weighted\_loot\_table, scaffold\_map\_vote\_flow

bridge\_scaffold\_polish (9): add\_flicker\_light, create\_camera\_shake, create\_combo\_meter, create\_cutscene\_director, create\_dialogue\_system, create\_floating\_combat\_text, create\_proxy\_nametag, create\_round\_timer\_hud, create\_worldpanel\_ui

bridge\_scene (3): create\_scene, describe\_scene, load\_scene

bridge\_screenshot (7): take\_screenshot, capture\_view, screenshot\_from, screenshot\_orbit, save\_camera\_bookmark, capture\_visual\_baseline, compare\_visual\_baseline, all returning inline PNG images

bridge\_ui (4): add\_panel\_buildhash, add\_screen\_panel, add\_world\_panel, create\_razor\_ui

bridge\_validation (9): find\_broken\_references, inspect\_networked\_object, networking\_lint, razor\_lint, sandbox\_lint, save\_inspect, scene\_validate, services\_query, validate\_project

bridge\_vehicle (4): create\_physics\_grab\_tool, create\_seat\_system, create\_vehicle\_controller, tune\_vehicle

bridge\_visuals (15): add\_beam, add\_daynight\_sun, add\_envmap\_probe, add\_light, add\_post\_process, add\_render\_target\_camera, add\_trail, apply\_atmosphere, apply\_post\_fx\_look, bake\_reflections, create\_camera\_effects, create\_particle\_effect, set\_fog, set\_skybox, spawn\_vpcf

bridge\_workflow (3): checkpoint\_scene, list\_checkpoints, restore\_checkpoint

bridge\_world (16): add\_cave\_waypoint, add\_forest\_poi, add\_forest\_trail, add\_terrain\_clearing, add\_terrain\_hill, add\_terrain\_trail, add\_water\_body, build\_terrain\_mesh, clear\_cave\_path, clear\_forest\_pois, clear\_terrain\_features, paint\_forest\_density, place\_along\_path, raycast\_terrain, sculpt\_terrain, set\_forest\_seed

Plus 7 lifeline tools (editor-down diagnostics that answer even after a crash) and 6 names served by the engine's own built-ins, and the native server's freebies: scene\_tree, get/set\_game\_object, the asset\_\* family, read\_console, compile\_status.

🩹 Troubleshooting

\#1 issue: port 7269 not answering, the editor isn't running, or the MCP server is off (Editor → Preferences → MCP Server; on by default). \#2: a stale port registration, if the log says \[MCP\] Couldn't start MCP server, a dying editor instance still holds the port; wait, then restart once. Missing bridge\_\* tools = the addon isn't in your Libraries/ or didn't compile, exactly what the lifeline's read\_log / get\_compile\_errors are for. Full guide: sboxskins.gg/claudebridge/troubleshooting.

💡 Tips

- Use the plugin. The brain + agent + screenshot skill is most of the value, one command.
- checkpoint\_scene before big batches: roll back if you hate it. Keep .scene files in Git.
- Ask for systems by name: "build me an inventory / a save system / an economy" routes to a proven recipe.
- Test multiplayer early: "boot a test client and check my sync" is one sentence now.

📜 License

Source-available (no redistribution): the s&box Claude Bridge Source-Available License 1.0. Use it freely to build your games, free or commercial, and modify it locally. No redistributing, mirroring, repackaging, re-hosting, or offering it as a service. The games you build with it are yours, unrestricted. Name and branding are trademarks (see NOTICE). Pre-relicense versions remain AGPL-3.0-or-later.

🔗 Links

Docs: sboxskins.gg/claudebridge
· GitHub: github.com/LouSputthole/Sbox-Claude
· Issues: github.com/LouSputthole/Sbox-Claude/issues
· npm (lifeline): npmjs.com/package/sbox-mcp-server
· Feedback: sboxskins@gmail.com
One addon, one command, zero ceremony. 273 native tools · 28 toolsets + a brain trained on real shipped games, for Claude, Codex, or any AI. Describe your game, the AI builds it. 🧀

💬 A note on the (early) reviews

I've seen the thumbs-down reviews from early in the Claude Bridge release, and I want to address them directly.

I'm quite certain it shipped in a rough, broken state for the first week or two, my apologies for that. Every review since has been positive, so I'm glad it's resolved. Either way, I want the feedback.

I built this tool for people who have game ideas but don't necessarily know how to code. The goal isn't to replace creativity. It's to give more people a way to build their dream game by letting an AI act like a coding assistant inside the editor.

That said, if the tool didn't work for you, that matters. A bad install, a broken tool call, a confusing setup step, or missing docs is on me to fix.

The bridge has matured a lot since those early days, the native era removed the fragile parts of the old setup entirely (Node processes, file polling, temp-dir mismatches), and the last three releases added the cinematic wave, real multiplayer testing with a second live client, and a Codex distribution. A lot of those fixes came straight from user reports. Thank you to everyone who took the time to tell me what broke instead of silently launching the tomato cannon. 🍅

If you had a bad experience, please reach out: sboxskins@gmail.com. I'll move quickly on real issues and keep improving it.

Thanks to everyone giving it a shot, testing it, breaking it, and helping make it better.

Built by Sboxskins.gg, the s&box community marketplace.



