agents-plugins
π€ Drive your Coherent Gameface game's UI with a Claude/Codex plugin with an MCP server and skills
Install / Use
claude mcp add CitiesSkylinesModding -- npx -y github:CitiesSkylinesModding/agents-pluginsIf the server publishes to npm under a different name, use that package instead β check the repo README.
MCP Server
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View source on GitHubπΉοΈ Agents Plugins
The CS Modding marketplace (csmodding) of agent plugins for Claude Code and OpenAI Codex CLI.
Give your coding agent eyes and hands inside a running game: its HTML UI, and its C#/ECS internals. Generic tooling, developed and verified against Cities: Skylines II.
Encourage my work by putting a star β if it has been useful to you!
Plugins Β· Install Β· Development
</div>Plugins
| Plugin | Give your agentβ¦ | Runs on | Docs | | --- | --- | --- | --- | | π¬ unity-devtools | A live line into a Unity Mono dev build over the Mono Soft Debugger: reflect types, evaluate C# expressions, read & write ECS state. No code injection. Plus a driving skill. | .NET 10 SDK (Windows) | README Β· Tools reference Β· NuGet | | πΌοΈ coherent-gameface | Eyes and hands in any Coherent Gameface (Cohtml) game UI over CDP: evaluate JS, screenshot, drive the DOM, console, JS breakpoints. Plus an engine skill and a driving skill. | Node 22.4+ | README Β· Tools reference Β· npm | | π cs2-modding (work in progress) | How Cities: Skylines II is built and how a mod changes it: the game's architecture, the modding techniques and the game mechanics behind them, every claim deep-verified against multiple sources, including the decompile and the live game. Knowledge only β skills and references, no MCP server. | N/A | Sources |
The two toolkit plugins are generic: they target any game or application embedding the
technology, with Cities: Skylines II as the reference target where everything is field-verified.
cs2-modding is the deliberate exception, and is about that game throughout.
[!TIP] Not using Claude Code or Codex CLI? The Gameface MCP server is also published on npm as
@csmodding/gameface-devtools-mcpand works with any MCP client (Cursor, Gemini CLI, VS Code, β¦).
Install
Add the marketplace once, then install the plugin(s) you want. Each plugin that carries an MCP
server autoloads it from a committed artifact: no installation step, works offline, version-locked
to the plugin. cs2-modding carries none and is skills only.
Claude Code
/plugin marketplace add CitiesSkylinesModding/agents-plugins
/plugin install coherent-gameface@csmodding
/plugin install unity-devtools@csmodding
/plugin install cs2-modding@csmodding
Or from your terminal, claude plugin marketplace add β¦ / claude plugin install β¦ with the same
arguments.
Codex CLI
codex plugin marketplace add CitiesSkylinesModding/agents-plugins
codex plugin add coherent-gameface@csmodding
codex plugin add unity-devtools@csmodding
codex plugin add cs2-modding@csmodding
Then run /mcp to confirm the servers connected. Each plugin's README covers its requirements,
configuration and troubleshooting.
[!NOTE]
cs2-moddingis still being written: not all of its references are published yet, some will be partly rewritten, and it ships no README so far. What is there is safe to use and already useful β install it if you want it now, and expect it to grow.
Development
Uses mise + bun (never npx). The repository is a marketplace: plugin sources live under
plugins/<name>/, and everything a plugin ships lives inside its directory. The root is a bun
workspace carrying the lint/format tooling (oxlint, oxfmt) and the lefthook git hooks; the
Gameface MCP server is the plugins/coherent-gameface/mcp/ workspace package, and the Unity MCP
server is a .NET solution (agents-plugins.slnx).
bun install # install all workspace deps (also installs the git hooks)
mise check # verify (read-only): type-check, lint, format
mise fix # auto-fix lint + format in place
mise build # rebuild every shipped artifact (commit the results)
Run mise tasks for the full list, and see AGENTS.md (plus each plugin's own
AGENTS.md) for the architecture notes.
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