en un clic
Sbox-Claude
Sbox-Claude contient 5 skills collectées depuis LouSputthole, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Use when building, modifying, or polishing any feature in an s&box game project through the Claude Bridge — gameplay systems, UI panels, character abilities, animation, world generation, 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.
Use when writing or modifying code for s&box, sbox, the Facepunch sandbox engine, or any Source 2 game project in C#. Triggers on mentions of s&box, sbox, sandbox game, Facepunch engine, Source 2 game, `.sbproj`, `.razor` with `PanelComponent`, `@inherits PanelComponent`, `Sandbox.Component`, `GameObject` + `Components.Get<T>`, `Scene.Trace`, `CharacterController` + `.Move()`, `SkinnedModelRenderer`, `NavMeshAgent`, `[Sync]`, `[Rpc.Broadcast]`, `[Property]`, `INetworkListener`, `ISceneEvent`, `PlayerController` in C#. Also triggers on any file with `using Sandbox;` or `using Sandbox.UI;` that isn't Unity/Godot/Unreal. Writes idiomatic s&box C# components, Razor UI, and networking code; prevents Unity-pattern leakage.
Use when building a whole s&box game or a specific game SYSTEM and you want a proven, code-grounded recipe instead of guessing. Genre playbooks (tycoon/idle, shopkeeper/management, deathmatch/arena, platformer/obstacle course, survival/horror, card-battler, gacha/dungeon-crawler, social-hub, document/inspection sim, puzzle, sandbox/voxel, vehicles, roleplay) and per-system how-tos (inventory, economy/currency, shop/vendor/trading, save/persistence, progression/upgrades/prestige, gacha/loot tables, leaderboards/services, idle/offline earnings, building/placement, crafting, dialogue, round/match flow, spawning/waves, anti-cheat) plus engine references (networking & authority, architecture, player controller, Razor UI, weapons/combat, input, physics/traces, component lifecycle, worldgen/rendering, performance/threading, data assets). Triggers on "how do I build a <genre> game", "inventory system", "save system", "economy / currency", "shop", "upgrade / prestige tree", "leaderboard", "round system", "spawn waves"
Use when the user asks for a whole playable game in one go through the s&box Claude Bridge — "make me a first-person game", "scaffold a game", "give me something I can press Play on". Orchestrates the existing bridge tools plus the gameplay scaffolds (objective/health/pickup/interactable/loot-table/save-system + wallet/phase-machine/day-night-clock + round-state-machine/interaction-station/event-director/save-slots + set_component_reference + add_component_to_new_object) into a first-person starter you can enter play mode in and move around, see a level, and win or lose. Handles the generate→hotload→place sequencing and the screenshot verify loop.
First-run onboarding for the s&box Claude Bridge. Run when a user first connects the bridge or asks how to get started — it verifies the connection, detects their installed libraries, recommends what to build with, and points them to help + feedback. Keep it warm and brief.