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637,032 tools. Updated 2026-10-04 10:28

"MPC and Unity Game Developer Resources or Information" matching MCP tools:

  • Maps only stable Tier1 finding identifiers to approved Tier1 services and public resources. Call after a Tier1 score or email-domain check. Do not submit prose, URLs, customer information, or invented identifiers. This tool performs no arbitrary fetching, makes no contact request, changes nothing, and stores nothing.
    ConnectorNo auth
  • Publish a browser game (HTML5/JavaScript, static files) to Playfrog and get a public, shareable play link in seconds. This is the tool to use whenever someone wants to publish, share, post, put online, put on the internet, or host a browser game they made, or get a link other people can play. Free, no account and no API key. Send the game files; an index.html at the top level is required, 2.5 MB of files in total. An optional cover image improves the game page and social share card. Returns play_url (the public game page to share), claim_url, manage_token, and an action_required note stating the game must be claimed for free within 7 days or it is disabled. Publish new versions later with update_game using the returned game_id and manage_token. Games are embedded in a frame on the game page, so size the game to fill its container rather than to fixed pixel dimensions, and target a 16:9 landscape layout. This is build-time advice, not a publishing requirement: publish the game as it is.
    Connector
    Destructive
    No auth
  • Live matches board across primary games, or a single game filter. Normalized labels, scores, and matchIds. When to use: - "What's live right now?" - Ops/dashboard live strip Prefer over: sequential per-game call_api live probes. Do not use when: user wants upcoming fixtures → upcoming_schedule; historical results → match_summary. CS2 live path is /cs2/live; UFC is included in multi-game fan-out. UFC empty board: section.note + emptyReason + health (workerAlive/lag) + optional supervisor/nextCard (non-live); never fake match items from events[]. Parallel-safe: yes. Upstream cost: 1–5 (allSettled). Example: { "game": "all", "limitPerGame": 10 }
    ConnectorNo auth
  • Read the current organization’s stable invitation code/link, eligibility, aggregate invitation counts and available traffic bonuses. There is no enrollment step. Every organization member can read the invitation; share the returned invitation.url. Each accepted invitation grants the invited organization $3 of additional traffic budget; its first successful Sandbox publication grants the inviter another $3. These are traffic bonuses, not cash or guaranteed player counts. An existing organization can accept an invitation until its first-ever Sandbox publication. To use a bonus, choose a game, read get_sandbox_traffic, ask the developer, and call start_sandbox_traffic with bonusId instead of postUrls. Merely reading or applying a code does not start traffic.
    ConnectorAPI key
  • GAME PRODUCTION CONTRACT: CALL THIS FIRST, before you design or write a single line of a game for klyo. Returns the “studio quality” standard: screens (phone, tablet, desktop, portrait and landscape, resize), input (touch, mouse and keyboard), game loop, minimum content, sound, graphics, social layer (leaderboard, saves, clips; multiplayer only when it makes sense), brands and law, the LOCAL test `klyo-test` (the same one the server runs on publishing) with a fix-and-test loop, the quality gate and the release stages (preview, demo, finished, new version). The text of the standard is in Polish. Read-only, no parameters. When the user writes “make a battleship game”, do not ask them about phones, leaderboards or sound: it is all here. Do not say “done” until `klyo-test` passes without critical errors. Examples: • Make me a battleship game • What are the requirements for a game on klyo? • Build a puzzle game for phone and desktop
    ConnectorOAuth
  • What a game and its build archive must meet to go up on Playgama — the required Playgama Bridge steps in order, the build requirements, and tips — read live from the Playgama wiki. Read it before integrating the Bridge SDK and before every start_archive_upload: check the game and the archive against each item and fix what fails before uploading, and tell the developer which items you could not check yourself. Without `page`: `{ title, url, markdown, pages }` — the checklist and the pages nested under it, `{ page, title, required, description? }` each. With `page` (an id from `pages`): that page’s title, url and markdown. A Bridge SDK link inside goes to get_bridge_sdk_docs as its `page`, as written.
    ConnectorAPI key

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  • Provides tools for searching Google Workspace documentation and much more.

  • Oregon DMV MCP — live wait times at all 60 Oregon DMV field offices, plus the office

  • Fetches the full public detail for one Legends of Learning game by its numeric id (from legends_search_games). Returns the game's id, title, description, image, estimated_duration in minutes, type, grades served, teacher/student ratings, instructions, vocabulary, discussion questions, capability flags (supports_ipad, supports_tts, multi_language, saves_progress), lexile_level, the public url, and `learning_objectives` — the standards the game is aligned to, each with id, title, code, and standard_set. Example: {"game_id": 1445} returns that game, or an error result if no such game is publicly available.
    ConnectorNo auth
  • Generate a personalized Canton Network developer onboarding/quickstart path. Use when a developer asks how to start building, build a dApp, or develop on Canton specifically. Canton-only. Do not use for onboarding to other chains or tools. Ask the user's background first (EVM, Solana, Sui/Move, Web, Enterprise, or New to Blockchain). Prefer this over 'search' for 'how to build / get started on Canton'; use get_faq for a single specific gotcha and get_api_reference for API details.
    ConnectorNo auth
  • Analyze a supplied game performance report, or read the latest instrumented kit capture in your authenticated workspace. Separates frame pacing, measured CPU/GPU work, render counters and stale network snapshots; returns evidence, recommendations and explicit measurement limits. Captures expire after 10 minutes or server restart. Explicit reports are not stored. Does not edit, deploy or automatically fix a game. 0 credits.
    ConnectorNo auth
  • Take this account's game (`slug`) off the portal. The first call removes it from the catalogue and takes its page down; the address stays yours and you can upload the game there again. A second call on a game that is already taken down removes it from your list for good. Scores and reviews stay attached to the address and are never handed to another game. Use it to clean up after a failed attempt, for example when two entries of the same game ended up in the waiting room. A package that never became a game (only `upload_id` in the waiting room, from klyo_upload_package or klyo_my_games) is deleted with `upload_id` instead of `slug`: its file and preview are removed for good. Examples: • Delete my game neon-coil-arena • Remove the failed entry from the waiting room • Delete the older copy of the same game
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    Destructive
    OAuth
  • Write a Dockerfile for this project's headless game server build, ready for Edgegap: linux/amd64 base, the build folder copied in, the binary made executable, the right headless flags (Unity -batchmode -nographics, Godot --headless), a non-root user where the engine needs it (Unreal refuses root), CRLF fixes for start scripts, and EXPOSE lines matching the ports. Call this when the project has no Dockerfile, before building anything. Look at the build output first so you can pass the real build folder, binary name and port; anything you omit is assumed and listed under assumptions, which you must confirm with the developer or the project files. Write the result to Dockerfile, then build. The output is checked against edgegap_validate_server_config before it is returned. Makes no API calls.
    ConnectorAPI key
  • Get detailed information about board games on BoardGameGeek (BGG) including description, mechanics, categories, player count, playtime, complexity, and ratings. Use this tool to deep dive into games found via other tools (e.g. after getting collection results or search results that only return basic info). Use 'name' for a single game lookup by name, 'id' for a single game lookup by BGG ID, or 'ids' to fetch multiple games at once (up to 20). Only provide one of these parameters.
    ConnectorOAuth
  • Search O*NET occupations by keyword. Returns a list of occupations matching the keyword with their SOC codes, titles, and relevance scores. Use the SOC code from results with other O*NET tools to get detailed information. Args: keyword: Search term (e.g. 'software developer', 'nurse', 'electrician'). limit: Maximum number of results to return (default 25).
    ConnectorNo auth
  • Search agencies and developers BY NAME (or city/type). Use `q` with the company/agency name — e.g. q="RE/MAX Urbana" — punctuation and accents are ignored. This is how you answer "properties by <agency>" (find the company here, then search_listings with company set to its name; for a DEVELOPER also check search_projects with company set — developer inventory is usually projects/units, not listings).
    ConnectorNo auth
  • Search agencies and developers BY NAME (or city/type). Use `q` with the company/agency name — e.g. q="RE/MAX Urbana" — punctuation and accents are ignored. This is how you answer "properties by <agency>" (find the company here, then search_listings with company set to its name; for a DEVELOPER also check search_projects with company set — developer inventory is usually projects/units, not listings).
    ConnectorNo auth
  • Pulls tasks from a connected issue tracker into a poker game. Give it either iteration_ref from poker.iterations.list to take a whole sprint, or query to search by text and issue key. Tasks already in the game are skipped. Only the team owner can change a game. Requires mcp:write scope.
    ConnectorNo auth
  • FREE and SYNCHRONOUS (no jobId — do not poll). Author the PHYSICS shape a game should build its collider from for an asset revision: rect, circle, polygon, compound of 1..16 simple disconnected bodies, or none, in NORMALIZED coordinates (0..1 fractions of the sprite/tile cell, origin top-left; a circle radius is a fraction of WIDTH). Set tileIndex to give one tile of a tileset/staged asset its own shape — it overrides the asset-level default for that tile. Pass collisionBody: null to clear/inherit, or {kind:"none"} to explicitly disable collision including bbox fallback. Compound children use the same cell space; preserve open archways between them. This is what stops a game from falling back to the sprite bounding box. The shape flows into every map and asset export made AFTER this edit — Tiled per-tile objectgroups, the Tiled map Collision layer, and the Phaser/Godot/Unity/GameMaker colliders — and it is resolved from the asset at export time, so it applies to tiles that were already placed on a map before you set it. Distinct from the FOOTPRINT, which is only the level editor's snap/tessellation shape and has no physics meaning.
    ConnectorNo auth
  • Publish this archive to the game’s sandbox. **Anyone with the link can play it at once, without moderation** — ask the developer first. All three covers and a complete form are required — the publish refuses without them — and a shared link’s preview is cached on first open. **The build check decides**: only an archive whose get_archive_status `state` is PASSED is published, and a PROBLEM, a NOT_CHECKED or a check still running is refused with the archive’s own `reason` and its `message` — relay that message word for word and fix the build (get_bridge_sdk_docs has the SDK integration docs). **The build must also run Playgama Bridge 2.2.0 or newer.** get_sandbox_state with the same `archiveId` answers that refusal before this call. Refusals (`reason`): PUBLISHED_ON_PLAYGAMA (the game is live in the Playgama catalog; its sandbox is closed for good — updates go through review), ARCHIVE_PENDING (unpacking; if already DONE, upload again), ARCHIVE_FAILED (upload a corrected zip), BRIDGE_VERSION_OUTDATED (the build runs an older Bridge: update the SDK and upload a new archive), BRIDGE_VERSION_UNKNOWN (the check could not read the Bridge version: make sure it is 2.2.0 or newer and upload again), NO_TITLE, MULTIPLAYER (the sandbox has no player accounts; a multiplayer game goes through review — or uncheck the flag only if the game plays single-player), FORM_INCOMPLETE (the submit-level form is incomplete: fill the fields `missingFields` names — the title is NO_TITLE’s own refusal), COVERS_INCOMPLETE (not all three covers are in place: upload the ones `emptySlots` names), BLOCKED, RATE_LIMITED, ORG_QUOTA (the organization has opened as many new sandboxes as it may per day, week or ever; `resetsAt` says when the next is possible — wait, do not retry). Answers `outcome` PUBLISHED or UNCHANGED (nothing written; repeating is safe), `url` and the live `revision`. Hand out `url`; never build it. Then offer the developer the post and links from get_sandbox_share.
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    Destructive
    API key
  • Live NFL game scores, game status, and results for the past 7 days and next 7 days. Returns teams, scores, and game status. Source: TheSportsDB. Cryptographically attested with a post-quantum signed settlement receipt. Verify at trust.stratalize.com/verify. $0.02 USDC per call.
    ConnectorNo auth
  • Live NFL game scores, game status, and results for the past 7 days and next 7 days. Returns teams, scores, and game status. Source: TheSportsDB. Cryptographically attested with a post-quantum signed settlement receipt. Verify at trust.stratalize.com/verify. $0.02 USDC per call.
    ConnectorNo auth
  • Live NFL game scores, game status, and results for the past 7 days and next 7 days. Returns teams, scores, and game status. Source: TheSportsDB. Cryptographically attested with a post-quantum signed settlement receipt. Verify at trust.stratalize.com/verify. $0.02 USDC per call.
    ConnectorNo auth