gameface-devtools-mcp
Provides tools for AI agents in OpenAI Codex CLI to drive Coherent Gameface UI via Chrome DevTools Protocol: evaluate JavaScript, inspect DOM, take screenshots, capture console output, and set breakpoints.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@gameface-devtools-mcpshow me the console logs from the game UI"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
🕹️ 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.
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Plugins · Install · Development
Plugins
Plugin | Give your agent… | Runs on | Docs |
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) | ||
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 · Why · Tools reference · npm | |
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. Knowledge only — skills and references, no MCP server. | N/A |
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.
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 →
Not using Claude Code or Codex CLI? The Gameface MCP server is also published on npm as
@csmodding/gameface-devtools-mcp
and works with any MCP client (Cursor, Gemini CLI, VS Code, …).
Related MCP server: js-reverse-mcp
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 runs a bundle committed alongside the plugin, so it needs
nothing but Node and works offline. unity-devtools needs the .NET 10 SDK and fetches its server
from NuGet the first time it launches, then caches it. cs2-modding carries no server 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@csmoddingOr from your terminal, claude plugin marketplace add … / claude plugin install … 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@csmoddingThen 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/<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)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 (plus each plugin's own
AGENTS.md) for the architecture notes.
This server cannot be deployed
Maintenance
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