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663,092 tools. Updated 2026-10-16 05:53

"Unity game development engine and related resources" matching MCP tools:

  • List the Edgegap agent skills: tested, step-by-step workflows for getting a multiplayer game online on Edgegap, with templates (Dockerfiles, matchmaker configs, Unity C# and Unreal C++ drop-ins) and known pitfalls. Before working on a game project, load the matching skill with edgegap_get_skill: edgegap-fishnet for Unity with FishNet, edgegap-purrnet for Unity with PurrNet, edgegap-unity for other Unity projects, edgegap-unreal for Unreal Engine, edgegap-manus for a browser game built with Manus, edgegap for any other engine or platform questions; it routes to the rest. No API call.
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  • 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.
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    Destructive
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  • Search NSW development applications by council, suburb, postcode or lodgement date, newest lodgement first. Returns up to 100 development applications per call with address, status, cost, dwellings, storeys and development types, plus has_more for paging with offset. status, application_type, development_type and min_cost must be combined with council, suburb or postcode. Use get_application for the full record of a result. Costs $0.01 per call, paid via x402 in USDC on Base; clients without x402 support receive the payment requirements as an error result. Failed calls are not charged. Source: NSW Department of Planning, Housing and Infrastructure (NSW Planning Portal), CC BY 4.0.
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  • The GripForge docs, embedded in this MCP (readable offline, versioned with it), as Markdown. Without topic: the list of topics. With topic: its text, or one section (section = a heading, its number such as "4.2", or words of it); a long topic answers its table of contents first unless a section is given or full=true. Topics: web-export, godot, unity, desktop, c-api, glossary, kit-api, third-party, player, render-budget, scene-optim, porting, game-schema, module-calls, module-calls-native, godot-host, kit-modules, kit-structures, kit-third-party, abi, modding, game-engine-contract, game-engine. Read "third-party" and "porting" + "abi" before writing a presentation module, "modding" before writing a mod, "glossary" for the words. A kit's own API reference is gripforge_gamekit_api. 0 credits.
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  • 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
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  • Search NSW complying development certificates (CDCs) by council, suburb, postcode or lodgement date, newest lodgement first. Returns up to 100 complying development certificates (CDCs) per call with address, status, cost, dwellings, storeys and development types, plus has_more for paging with offset. status, application_type, development_type and min_cost must be combined with council, suburb or postcode. Use get_application for the full record of a result. Costs $0.01 per call, paid via x402 in USDC on Base; clients without x402 support receive the payment requirements as an error result. Failed calls are not charged. Source: NSW Department of Planning, Housing and Infrastructure (NSW Planning Portal), CC BY 4.0.
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Matching MCP Servers

Matching MCP Connectors

  • Sports Game Odds MCP — wraps the Sports Game Odds API (sportsgameodds.com)

  • Sanctions screening (OFAC/UK/EU/UN) + PEP + GLEIF entities via Compliance Engine.

  • Check whether a person or firm name appears on the multilateral development bank cross-debarment list — IDB's own debarment/sanctions list PLUS the cross-debarred lists of the World Bank Group, Asian Development Bank, African Development Bank, and EBRD, which the five banks mutually enforce. Answers "is this vendor debarred" for procurement due-diligence. Matching is accent- and case-insensitive (handles Spanish/Portuguese diacritics like "González" vs "Gonzalez") and requires every word of the query name to appear in a record — so a full name narrows results, a bare surname broadens them. Returns each match's entity type, nationality, sanction dates, prohibited practice, and which bank's list it came from. Keyless, ~1,300 records, queried live.
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  • 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.
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  • 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.
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  • 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.
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  • 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.
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  • 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.
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  • Pull a catalog shader (id or alias like slash_reveal) for godot | unity | three. Returns file contents + assignment snippet (Godot ShaderMaterial / Unity Material / Three ShaderMaterial). This hosted endpoint cannot write into the working tree — use npx @gripforgeai/mcp gripforge_shader_pull with out_dir for that. v1 pull is free (no credit).
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  • Paid $2.95 USD. Build the deepest released San Francisco development evidence package with cross-source chronology, attention items, completeness, source gaps, provenance, and repeat-poll guidance through check_property_changes. Use this for development due diligence; use build_property_intelligence_pack for a lighter current snapshot. Unsupported or held jurisdictions fail before payment.
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  • Store artistic intent on the existing Game Kit project (game.engine), separately from gameplay: look, world/theme, palette, proportions/materials/lighting notes and device budget. Read first, then set with expected_revision. Unspecified fields are preserved; null clears a field or the profile. Existing assets and rendering are not modified. Use this direction with map wizard.look, VFX look, asset prompts, lighting and UI tools, then inspect gripforge_game_asset_plan and actual-engine captures. 0 credits.
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  • Celestia staking economics and what it costs to run a validator, from Unity Nodes Pulse: staking APR, inflation, the share of supply that is staked, annual provisions, Pulse's reference monthly server costs per hosting provider (minimum, recommended and archive tiers), the stake at which a validator on each provider breaks even at an assumed 20% commission, and the estimated monthly operator earnings of the largest validators. Mainnet only, a snapshot refreshed every 15 minutes. The reference hardware prices are curated by Unity Nodes and can lag the market: for live server prices use list_datacenter_offers. For the TIA price use get_network_state.
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  • List the composable iDos Games game modules in the catalog — the same registry the local @idosgames/mcp server serves. Each entry has id, name, type (template = a complete ready-to-run game to start FROM, e.g. voxelcraft; feature = a system to add on top, e.g. store, quests, leaderboard), engine, genre, a short summary, what it 'provides' (its features), tags, preview media, a live demo url, 'inBase' (installed with the base in every new project), 'uses' (modules a game needs) and 'events' (topics it emits and listens to). Read 'provides' to reuse a ready module instead of building the feature from scratch, then get_module to pull its source. Read-only; takes no title_id.
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  • What the Celestia nodes that Unity Nodes runs actually use, measured on its own servers and shown beside Celestia's recommended hardware, from Unity Nodes Pulse: CPU cores, RAM of the processes, page cache, data size and its change per day, free disk and network for each node role (validator, consensus node, bridge, Fibre, light node), as median, 95th percentile and maximum over 1, 7 or 30 days. Measured values, with two clearly labelled estimates kept apart from them (a straight-line projection of each node's data size and the Celestia Foundation's Fibre calculator for Unity Nodes' voting power): a role Unity Nodes does not run is said to have no measurements (there is no Fibre on mainnet yet), the chain's own load in the same window (block data per second) with a correlation r of each node's CPU, network and disk load with it (a link in how they moved, not a cause; shown once four hours overlap), and the answer says how much of the window the samples fill, so early figures are provisional. For what Celestia's documentation requires, use search or get_doc ("Hardware requirements"); for servers that meet it, list_datacenter_offers; for an estimate of Fibre load, size_fibre_node. Celestia only.
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  • Plan and guide a Wavedash browser game integration from the user's goal, engine, and requested features. Call this first for any request to build, deploy, upload, or release a game on Wavedash, or to add Wavedash SDK features. Choose the stage: plan (architecture and reading order), setup (CLI install, sign-in, SDK init, wavedash.toml, local testing), features (SDK reference for the requested features), or deploy (upload and release checklist). Returns ordered steps, boundaries, and the relevant docs.wavedash.com pages with content. Read-only and unauthenticated.
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