# 🕹️ 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 ⭐ if it has been useful to you! [![CI](https://github.com/CitiesSkylinesModding/agents-plugins/actions/workflows/ci.yml/badge.svg)](https://github.com/CitiesSkylinesModding/agents-plugins/actions/workflows/ci.yml) [![npm](https://img.shields.io/npm/v/%40csmodding%2Fgameface-devtools-mcp?label=npm)](https://www.npmjs.com/package/@csmodding/gameface-devtools-mcp) [![license](https://img.shields.io/badge/license-MIT-blue)](LICENSE) [Plugins](#plugins) · [Install](#install) · [Development](#development)
--- ## Plugins | Plugin | Give your agent… | Runs on | Docs | | --- | --- | --- | --- | | 🔬 **[unity-devtools](plugins/unity-devtools/README.md)** | A live line into a **Unity Mono dev build** over the Mono Soft Debugger: see the rendered frame, reflect types, evaluate C# expressions, read & write ECS state. No code injection. Plus a driving skill. | .NET 10 SDK (Windows, Linux) | [README](plugins/unity-devtools/README.md) · [Tools reference](plugins/unity-devtools/README.md#tools) · [NuGet](https://www.nuget.org/packages/UnityDevtools.Mcp) | | 🖼️ **[coherent-gameface](plugins/coherent-gameface/README.md)** | 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](plugins/coherent-gameface/README.md) · [Why](plugins/coherent-gameface/WHY.md) · [Tools reference](plugins/coherent-gameface/mcp/README.md) · [npm](https://www.npmjs.com/package/@csmodding/gameface-devtools-mcp) | | 📚 **[cs2-modding](plugins/cs2-modding/README.md)** | 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 checked against the game itself, with unconfirmed claims marked. Plus the `cs2-dev` MCP server, which restarts the game, waits on it, reports its errors, and runs a mod's in-game scenarios. | Node 22.4+ | [README](plugins/cs2-modding/README.md) · [Tools reference](plugins/cs2-modding/README.md#the-server) | 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. > [!IMPORTANT] > **Coherent Labs published their own Gameface MCP — which should you use?** Theirs is built around > a `Player.exe` from a licensed Gameface SDK; this one attaches to a game that is already running. > [**Read the full comparison →**](plugins/coherent-gameface/WHY.md) > [!TIP] > **Not using Claude Code or Codex CLI?** The Gameface MCP server is also published on npm as > [`@csmodding/gameface-devtools-mcp`](https://www.npmjs.com/package/@csmodding/gameface-devtools-mcp) > and works with any MCP client (Cursor, Gemini CLI, VS Code, …). ## Install Add the marketplace once, then install the plugin(s) you want. Each plugin that carries an MCP server autoloads it, version-locked to the plugin, with no setup step of your own. How it gets there differs: `coherent-gameface` and `cs2-modding` run a bundle committed alongside the plugin, so they need nothing but Node and work offline. `unity-devtools` needs the .NET 10 SDK and fetches its server from NuGet the first time it launches, then caches it. ### 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 …` / `claude plugin install …` with the same arguments. ### Codex CLI ```sh 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. ## Development Uses `mise` + `bun` (never `npx`). The repository is a marketplace: plugin sources live under `plugins//`, 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 and `cs2-dev` MCP servers are the `plugins/coherent-gameface/mcp/` and `plugins/cs2-modding/mcp/` workspace packages, and the Unity MCP server is a .NET solution (`agents-plugins.slnx`). ```sh 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) ``` The unity-devtools integration tests need Mono and skip without it; on Linux, install `mono-devel` (`mono-runtime` alone lacks the facade assemblies they load). Run `mise tasks` for the full list, and see [`AGENTS.md`](AGENTS.md) (plus each plugin's own `AGENTS.md`) for the architecture notes.