What does Board Mcp do that alternatives don't?
Instead of hallucinating SDK APIs, Board Mcp generates correct C# code with proper platform guards, async patterns, and caveats on the first attempt.
@seeincodes
概要はまだありません
以下の設定を使って、このサーバーを MCP 対応クライアントに追加してください。
{
"mcpServers": {
"BoardMCP": {
"command": "npx",
"args": [
"board-sdk-mcp-server"
]
}
}
}Returns guidance on polling active physical contacts (fingers and glyphs) from the Board surface using BoardInput.GetActiveContacts().
Explains the BoardContact phase state machine (Began → Moved/Stationary → Ended/Canceled) and provides a handler example.
Provides guidance on configuring BoardInputSettings including translation smoothing, rotation smoothing, and piece set model filename.
Provides instructions for setting up the Board Input simulator in the Unity Editor for testing without a physical Board device. v3.3.0: The simulator now shows contact type and Glyph ID overlays and includes new icon sets for Omakase and Thrasos Arcade piece sets.
Explains how to set up glyph (physical game piece) detection including piece set model configuration. Available piece sets: arcade, thrasos_arcade, chop_chop, mushka, chop_chop_mushka, omakase, save_the_bloogs.
Returns the catalog of available Board piece set models for physical game piece (glyph) recognition, including model filenames, versions, and associated games.
Explains how to enable the Board Input debug overlay for visualizing contact positions, glyph IDs, and bounds in development builds.
Returns guidance on accessing the current player roster via BoardSession.players and understanding the distinction from activeProfile.
Explains how to present the Board player selector UI to add an additional player to the session using PresentAddPlayerSelector().
Explains how to replace an existing player in the session using PresentReplacePlayerSelector().
Explains when and how to use BoardSession.ResetPlayers() to restore the player roster to its initial state.
Explains the BoardPlayerType enum (Profile vs Guest) and when each type appears in the session.
Explains the distinction between BoardSession.activeProfile and BoardSession.players, and when to use each.
Explains how to register AI player types with the Board session using BoardSession.SetAIPlayerTypes(), so they appear as options in the platform player selector.
Explains how to create a new cloud-backed save game with BoardSaveGameManager.CreateSaveGame(), including payload, description, and optional cover image.
Explains how to update an existing save game's payload and metadata using BoardSaveGameManager.UpdateSaveGame().
Explains how to load a save game with BoardSaveGameManager.LoadSaveGame(), including the critical player activation side-effect.
Explains how to retrieve metadata for all save games using BoardSaveGameManager.GetSaveGamesMetadata().
Explains how to load a save game's cover image as a Texture2D using BoardSaveGameManager.LoadSaveGameCoverImage().
Explains how to check storage limits and current usage with GetMaxPayloadSize(), GetMaxAppStorage(), and GetAppStorageInfo().
Explains how to remove players from a save game using BoardSaveGameManager.RemovePlayersFromSaveGame(), including auto-delete behavior.
Explains how to remove the active profile from a save game using BoardSaveGameManager.RemoveActiveProfileFromSaveGame().
Explains how to configure the Board pause screen using SetPauseScreenContext() (full replace) vs UpdatePauseScreenContext() (partial merge).
Explains how to show or hide the Board profile switcher overlay button using ShowProfileSwitcher() / HideProfileSwitcher().
Explains how to cleanly exit the Board application using BoardApplication.Exit(), including platform behavior differences.
Explains how to subscribe to Board pause screen events and handle them in your game.
Explains how BoardUIInputModule automatically disables competing Unity input modules (such as InputSystemUIInputModule) on Board hardware. No manual toggling or platform conditionals needed.
Board Mcp is an MCP server that gives AI assistants structured access to the Board SDK (fun.board v3.2.1) for Unity game development, replacing hallucinated API guesses with correct C# code including platform guards, async patterns, and caveats. When Unity Editor is running with the MCP for Unity package, the server automatically discovers and proxies Unity's tools and resources as well, making it a single MCP server for both Board SDK knowledge and live Unity Editor control.
Install with npx board-sdk-mcp-server (requires Node.js 20+). Add the server configuration to your AI agent (Claude Desktop, Cursor, Windsurf, VS Code Copilot, or Claude Code) using the command: "npx" and args: ["-y", "board-sdk-mcp-server"] pattern. No build step or cloning is needed.
Instead of hallucinating SDK APIs, Board Mcp generates correct C# code with proper platform guards, async patterns, and caveats on the first attempt.
Node.js 20+ is required. Unity integration requires the MCP for Unity package installed in the Unity project and the bridge started from Window > MCP for Unity.
Board Mcp provides SDK documentation and piece set metadata locally. The Board SDK save system has a 16 MB payload limit and 64 MB total storage per game.
Only one physical piece set can be active at a time. To recognize pieces from multiple games simultaneously, a combined piece set (e.g., `chop_chop_mushka`) must be used.
The server communicates via STDIO (standard MCP transport for AI agents). Unity integration uses HTTP to `http://127.0.0.1:8090/mcp` and can be disabled by setting `UNITY_MCP_ENABLED=false`. No authentication is required.
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