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Guide · Agent skill

How to use the s&box CLI agent skill: install and examples

Updated · written with AI from the project's own documentation and checked against our catalogue data

This guide explains what the cli-anything-sbox agent skill does for the s&box game engine from Facepunch Studios, how to install it, and how to ask an agent to use it. It is written for readers who have not used agent skills before. By the end you will know how to install the skill, check a project for broken asset references, make bulk scene edits by tag, and understand what the skill needs and what it can change in your files.

s&box Game Engine CLIHKUDS/CLI-Anything · Apache-2.0

Quick start

  1. 1Check Python. Confirm you have Python 3.10 or newer installed, since the skill's command-line tool requires it.
  2. 2Install the command-line tool. Run the pip install command from the skill instructions, which pulls the tool from the HKUDS/CLI-Anything GitHub repository.
  3. 3Install the skill. Unzip the downloaded skill into ~/.claude/skills/ for personal use or into a project's .claude/skills/ folder, or upload it under Settings → Capabilities → Skills in the Claude apps.
  4. 4Point to s&box if needed. s&box installed through Steam is auto-detected. For a custom install, set SBOX_PATH to that folder; this is needed for some commands such as editor launch.
  5. 5Ask for a task in plain language. Describe what you want in your s&box project, such as validating references or updating objects with a tag. Keep the editor scene closed while the agent edits it.

What the skill lets the agent do

The skill gives an agent access to a command-line tool for s&box, a Source 2 engine. The tool is described as agent-native and has 79+ commands across 14 groups. The agent can create and edit project files such as .scene, .prefab, .vmat, .sound, Input.config and Collision.config, generate C# component and UI code, and query what objects and assets a scene uses.

Most commands work directly on the project's JSON files, so s&box does not need to be running for them to work.

  • Project management: create projects, set project config, add or remove packages, and validate
  • Scene and prefab editing: add, remove, clone and modify objects and components
  • Materials, sounds, input and collision configs
  • C# code generation for components, GameResources, editor menus, classes and Razor UI panels
  • Asset reference queries and structural diffs between scenes or prefabs

Install the skill from this page

Download the skill ZIP from this page and unzip it into one of two places. For a personal setup, use ~/.claude/skills/. For a single project, use the .claude/skills/ folder inside that project.

If you use the Claude apps, you can instead upload the skill under Settings → Capabilities → Skills.

  • Personal install: unzip into ~/.claude/skills/
  • Project install: unzip into the .claude/skills/ folder of your project
  • Claude apps: Settings → Capabilities → Skills, then upload the skill

Install the command-line tool

The skill calls a Python command-line tool, so the tool must be installed as well. The skill's install command pulls it from the HKUDS/CLI-Anything GitHub repository. You need Python 3.10 or newer.

  • Requires Python 3.10+
  • The install step downloads from GitHub, so it needs network access
pip install git+https://github.com/HKUDS/CLI-Anything.git#subdirectory=sbox/agent-harness

Set up s&box and your project

If s&box is installed through Steam, the tool auto-detects it. If you installed it somewhere else, set SBOX_PATH to that installation directory. The source notes that SBOX_PATH is needed for some commands such as editor launch, while most commands work without it.

The tool finds the project from the current folder's .sbproj file if you do not pass --project. Pass --json when an agent is running commands, because the source says to always do so for agent use.

  • s&box installed via Steam: auto-detected
  • Custom install: set SBOX_PATH to the installation directory
  • Project location: auto-detected from .sbproj in the current directory, or pass --project PATH

Trigger the skill with natural requests

You do not need to type commands yourself. Describe the task in plain language while you are working in an s&box project, and the agent can choose the matching commands. Name the thing you want changed, such as a scene, a tag, a component or a validation check.

Be specific about the file or the goal. Requests like 'check my s&box project for broken asset references' or 'make every object tagged tower sit 100 units higher in gameplay.scene' give the agent enough to act on.

  • Check my s&box project for broken asset references and duplicate GUIDs
  • Find every object in scenes/gameplay.scene that has a rigidbody and the tower tag
  • Scaffold a PlayerController component with OnUpdate and OnFixedUpdate methods
  • Show me every asset that scene references

Examples of what the agent can run

Validation is a good first task. The project validate command checks for broken asset references, duplicate GUIDs and malformed Input.config, and it can skip input or GUID checks when you pass the flags.

Bulk edits are where the skill saves the most repetitive work. A bulk-modify command applies the same change to every object matching a query, such as all objects with a given tag.

Code generation creates starter files, such as a component with [Property] fields or a networked component with RPC stubs.

  • Validate: project validate checks asset references, GUIDs and Input.config
  • Query: scene query filters by component, tag, name pattern or bounds
  • Bulk change: scene bulk-modify with a tag filter, position change and enable flag
  • Scaffold: codegen component with properties or networked RPC methods
  • Compare: scene diff reports added, removed and modified GameObjects between two scenes
cli-anything-sbox --json --project ./MyGame project validate

Safety notes: scripts and network

This skill runs scripts and uses the network. The install step fetches the tool from GitHub, and the tool runs as a command-line program on your machine. Review the skill files and the repository before installing if you need to verify what runs.

The commands edit your project files directly. The source does not say how direct file edits interact with a scene that is open in the s&box editor at the same time, so avoid editing the same scene in the editor while an agent changes it. Keep your project under version control so you can review and undo changes.

  • Runs scripts on your machine and uses the network during install
  • Edits .scene, .prefab and other project files in place
  • Do not edit the same scene in the editor while the agent works on it, because the source does not say how conflicts are handled
  • Use version control and review diffs before committing

Tips for better results

Ask the agent to validate before and after larger changes, so that broken references show up early. Ask for a scene diff when you want to confirm exactly what changed.

Keep requests tied to real names, tags and GUIDs in your project. The commands use names such as Enemy, tags such as tower, and object GUIDs, so the more precise the request, the fewer wrong edits.

  • Run project validate before and after large edits
  • Use scene diff to check what changed between versions
  • Use the tag filters in bulk-modify to limit which objects change
  • Keep the project in version control

What people use it for

  • Catch broken asset references and duplicate GUIDs before running the game, using project validate.
  • Move or enable every object that shares a tag in a scene with a single bulk-modify command.
  • Scaffold C# components, GameResources, editor menus or Razor UI panels with consistent starting code.
  • List every .vmdl, .vmat, .vsnd, .vtex, .vpcf or .prefab asset a scene uses, using scene refs.

Frequently asked questions

How do I install the cli-anything-sbox skill?

Download the skill ZIP from this page and unzip it into ~/.claude/skills/ or a project's .claude/skills/ folder. In the Claude apps you can upload it under Settings → Capabilities → Skills. You also need the command-line tool, installed with pip from the HKUDS/CLI-Anything GitHub repository.

What are the requirements for the s&box CLI skill?

You need Python 3.10 or newer and s&box installed through Steam, or a custom install location set with SBOX_PATH. Most commands work on the project's JSON files without s&box running, but some, such as editor launch, need the install path.

Is the s&box CLI agent skill free?

The repository is listed under the Apache-2.0 licence. This page does not state any price, so check the repository for licence terms and the source for any cost details before relying on it.

Does the skill need s&box to be open?

No. The source says most commands work entirely on the project's JSON files, so s&box does not need to be running. Avoid editing the same scene in the open editor at the same time, because the source does not say how that conflict is handled.

What can I do if the validation command reports errors?

Run project validate with --json to get machine-readable output that lists broken asset references, duplicate GUIDs or malformed Input.config. You can skip the input or GUID checks with the --no-inputs and --no-guids flags if you only need the other checks.

How is this different from editing files by hand or using other tools?

The skill gives an agent a set of commands that edit s&box JSON files and generate C# code with consistent structure. The source does not compare it with other tools, so judge the fit by whether you need agent-driven, repeatable edits to s&box files.

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Our verdict

This skill suits s&box developers who want an agent to scaffold components, run validation checks and make repeatable edits across scenes. It is a poor fit if you do not use s&box, or if you prefer to edit scenes by hand in the editor while working on the same files.

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