Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Beschreibung vom Entwickler (englisches Original)
Edit-settle-verify loop, observe, replay and log tools for AI agents working in the Unity Editor
Diese drei werden nie zu einer Punktzahl zusammengefasst: Meinungen, Messungen und Beliebtheit sind verschiedene Dinge.
Für diesen Server haben wir noch keine Zusammenfassung in einfacher Sprache geschrieben. Unten stehen die Fakten, die wir aus der Registry gelesen haben.
Wähle die KI-App, die du nutzt, und kopiere die Einstellungen.
Du brauchst
Welche App nutzt du?
Wähle oben deine App. Wir merken sie uns, damit der Button beim nächsten Mal „In … installieren“ anzeigt.
Öffne Claude Desktop → Settings → Developer → Edit Config und füge dies in claude_desktop_config.json ein
{
"mcpServers": {
"playcal": {
"command": "uvx",
"args": [
"playcal",
"mcp"
]
}
}
}Führe das in deinem Terminal aus
claude mcp add playcal -- uvx playcal mcpIn .cursor/mcp.json in deinem Projekt oder in ~/.cursor/mcp.json einfügen
{
"mcpServers": {
"playcal": {
"command": "uvx",
"args": [
"playcal",
"mcp"
]
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
In .vscode/mcp.json in deinem Projekt einfügen
{
"servers": {
"playcal": {
"type": "stdio",
"command": "uvx",
"args": [
"playcal",
"mcp"
]
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
Dieser Server läuft auf deinem Computer, und ChatGPT kann sich nur mit Servern im Internet verbinden. Wähle eine andere App.
Deine Auswahl bleibt in einem Cookie auf diesem Gerät; kein Konto nötig.
Diese Einstellungen werden aus dem Registry-Eintrag des Entwicklers erzeugt. Wenn in der README etwas anderes steht, folge der README.
Läuft auf deinem Computer; die Tool-Liste erscheint nach der Installation in deiner KI-App.
Wir prüfen Informationen, die jeder sehen kann; den Code haben wir nicht gelesen. Checks, die nicht zutreffen, werden nicht mitgezählt. · Geprüft am 7. Nov. 2026
Der Registry-Name wurde mit dem GitHub-Konto RizgarOzan bestätigt, dem das Repo gehört
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieser Server läuft auf deinem Computer; es gibt keinen Endpunkt im Internet
Läuft auf deinem Computer und nutzt stattdessen lokale Einstellungen
Läuft auf deinem Computer; Tool-Listen können wir nur von Endpunkten im Internet lesen
Verglichen mit allen aktiven Servern dieser Kategorie in der Registry. Sterne zählen nur, wenn dem Herausgeber das Repo gehört.
Er hat 1 von 1 zutreffenden Basischecks bestanden. Den Code haben wir nicht gelesen. Bevor du einen Schlüssel oder Token hinzufügst, sieh nach, welche Zugriffe der Server verlangt, und nutze einen Schlüssel, der nur die Berechtigungen hat, die du brauchst.
Die Registry nennt keinen erforderlichen Schlüssel, manche Server bitten dich aber bei der ersten Nutzung, dich anzumelden.
Er läuft auf deinem Computer. Deine KI-App startet ihn bei Bedarf, und die Daten laufen nicht über die Server des Entwicklers (außer der Server ruft selbst einen Onlinedienst auf).
Das GitHub-Repo wurde zuletzt – geändert, und die neueste Version (0.1.3) kam gestern in die Registry.
Apps, die MCP unterstützen, etwa Claude Desktop, Claude Code, Cursor und VS Code. Außerdem brauchst du Python (uv) auf deinem Computer.
In derselben Kategorie: Spec Driven Development, Remote Desktop Commander, SuperCollider
Server derselben Kategorie von anderen Entwicklern, sortiert nach Sternen.
So liest du eine Karte:★ GitHub-SterneiDrei Säulen: Bewertungen · Checks · NutzungiAktualisiert = neueste Version in der Registry veröffentlichti
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
Make sound with SuperCollider: synths, drums, chords, melodies and soundscapes over OSC.
Unverändert aus dem Repo des Entwicklers übernommen. PopNx MCP hat den Inhalt weder geprüft noch empfiehlt es ihn. HTML, Bilder und Skripte wurden entfernt. Links führen von dieser Website weg.
One open-source toolkit for AI agents that build games. It gives your agent a loop it can trust (edit → wait until the editor has really settled → check the change actually landed → look only at what changed → assert), and it checks bot playtests against real players: *"the bot finds level 12 easy, but people will pass it about 41% of the time (CI 30–53%)."*
Unity first, built on top of Unity's official CLI. Godot works too (headless, through a probe script). Unreal is postponed, see the table below.
*AI agents: read llms.txt first.*
Status: pre-alpha (v0.1.0). Today the event schema,
ingest,report,calibrate,logs,loop,query,snap,observe,replay,baseline(perf and memory),visual,tests,affected,lock,meta,checkpoint,doctor, the MCP server and the Unity SDK work;loop,query,snap,observe,replayand the SDK frame recorder were checked on a live Unity 6000.3 Editor. Everything below marked *planned* isn't built yet. I'd rather show a short honest list than a long fake one. Progress is tracked in the roadmap.
*A real run on a live Unity 6000.3 Editor: the text is what playcal printed, and the waits are sped up (their real length is shown).*
Agents working in a game editor fail in boring, repeatable ways:
Unity's official CLI and the community MCP servers give you the building blocks: play, test, capture, console. Nothing ties them into a loop that handles these failures. playcal is that loop, plus scene diffs that survive an Editor restart, perf and screenshot gates, flaky-test quarantine, and calibration against human players. See the benchmark for what the loop does and doesn't buy you on a live Editor.
Requires Python 3.10+.
pipx install playcal
playcal modules
For the latest main, use pipx install git+https://github.com/RizgarOzan/playcal. The Unity SDK installs from a git URL, see Unity SDK.
Paste this into Claude Code, Cursor, Codex or any agent with a shell:
Install playcal for this project:
Do not change project files yet.
playcal mcp is a stdio MCP server. Every module becomes a tool (playcal_ingest, playcal_logs, playcal_loop, ...), built from the same argument definitions as the CLI, so the two can't drift apart.
The server's initialize reply carries a short "which command when" guide as MCP instructions, the same lines that open the skill file, so an agent knows to run doctor first and to put Editor writes through loop.
# or pick it from the MCP Registry as io.github.RizgarOzan/playcal
claude mcp add --transport stdio playcal -- playcal mcp code --add-mcp '{"name":"playcal","type":"stdio","command":"playcal","args":["mcp"]}'
If your agent has a shell, a skill file is cheaper than MCP (no tool list in every prompt):
mkdir -p .claude/skills/playcal && playcal skill > .claude/skills/playcal/SKILL.md
Or get both at once. In Claude Code, the plugin adds the skill and the MCP server (it starts the server with pipx run playcal mcp):
/plugin marketplace add RizgarOzan/playcal
/plugin install playcal@playcal
For other agents, skills.sh installs the same skill file:
npx skills add RizgarOzan/playcal
playcal skill --project . writes .claude/skills/playcal/SKILL.md into a game project. It spots the engine (Unity: Assets/ + ProjectSettings/, Godot: project.godot) and puts the red gate first: the settle and observe commands that must pass before a change counts as done. In a test, a fresh Claude Code session given only "add a print to main.gd" in the Godot sample loaded the skill and ran loop settle --engine godot without being asked (it checked the print with plain Godot instead of observe).
Every command can print --json, so agents can read the result without scraping text.
playcal ingest (works today)This command validates gameplay events against schema/event-v0.json. It accepts JSONL files, or free text that contains PC0: blobs. The in-game "send result" button produces those blobs, and players can paste them into any chat.
playcal ingest sessions.jsonl --json
playcal ingest whatsapp-export.txt --paste
Valid events go to accepted.jsonl. Every line that fails goes to rejected.jsonl with the reason.
The schema doesn't accept unknown fields, so names, emails, device IDs, location and IP can't slip in. See PRIVACY.md.
playcal report (works today)Per-level pass rates, counted two ways: per player and per attempt. Each rate comes with a 95% Wilson interval, because with 10 players a single "60%" means very little.
playcal report accepted.jsonl
playcal report accepted.jsonl --json
Different game_versions stay separate, and levels sort naturally (1, 2, 10).
playcal calibrate (works today)Bots can play every level on every build, but you want to know how people will do. calibrate takes the bot runs plus a small human panel that played some of the levels, learns how bot pass rates map to human ones, and predicts the human rate for every level the bots played, each with a 95% interval.
playcal calibrate --human panel.jsonl --bot bots.jsonl
Both files use the same event schema. It fits human logits to bot logits per level with a random-effects regression, so levels that the bots get wrong in their own way make every interval wider instead of quietly pulling the line. You need humans on at least 3 levels (5+ attempts each, --min-attempts). From 4 levels on it also leaves each one out in turn and checks whether its real rate lands in the predicted interval; that line tells you how far to trust the rest. With a handful of levels the intervals are wide, and that's the honest answer.
Give it the difficulty you designed for and it becomes a gate. --targets targets.json holds a pass-rate band per level, like {"4": [40, 60]}. Any level whose predicted rate falls outside its band prints level 4: predicted 25%, target 40%-60% and the command exits 1, so CI can stop a build that made a level too hard. playcal report --targets does the same with the measured attempt pass rate.
playcal logs (works today)Boils a Unity Editor.log (or Player.log, or pasted console text) down to what an agent needs. The same error a thousand times becomes one entry with count: 1000, and the first cause is pulled out on its own, since later errors are usually fallout.
playcal logs --json # this machine's Editor.log
playcal logs Editor.log --since "Reloading assemblies" cat Player.log | playcal logs - adb logcat -d | playcal logs - # Android: only the Unity tag is read
Exit code 1 means it found errors. In CI it reads a batch-mode build log the same way, so the job fails on the first cause instead of a wall of fallout:
- run: unity -batchmode -quit -projectPath . -executeMethod Build.Run -logFile build.log || true
playcal loop (works on a live Editor)loop settle waits until the Editor is really ready: two "ready" polls in a row, because a domain reload can flicker. While Unity compiles or reloads, unity status shows no Editor at all, so settle asks unity pipeline list why: Safe Mode, Unity running but stuck on a dialog (editor_blocked), or really no Editor. Two open Editors are reported too, instead of timing out on all of them.
loop run checks the Editor is ready, runs one unity command, checks again, and can check its own work. Each check is one editor status call, which says outright whether the Editor is compiling or reloading; settle's polls are the fallback for a busy or silent Editor and for a write that starts a reload:
playcal loop run "gameobject create" --verify "scene get_hierarchy" --expect "result.roots.*.name=Probe" --diff --json -- --name Probe
--verify runs a read command after the write, --expect asserts on its JSON (path=value, path!=value, path~text, or a bare path for "exists"; * matches any item), and --diff shows what changed between the read before and after. The digest says fault: "infra" when the Editor or CLI broke and fault: "task" when the command itself was wrong, so an agent knows whether to retry or rethink. A write that reported success but didn't land fails with verify_failed (exit 5).
Two traps we hit on a live Editor (Unity 6000.3, Pipeline 0.10.0-exp.1):
--compile also runs unity recompile and fails with compile_error (exit 6) and the errors as file, line, code, message.package resolve says requiresRecompile). loop sees that and waits for the reload to start before it trusts "ready" again; --reload-wait SECONDS forces the same wait for anything else, like a script written to disk.Read, write and --expect passed against that Editor. The Safe Mode branch itself hasn't been seen live yet.
playcal query (works today)A full hierarchy dump can be tens of thousands of tokens when the agent needs three names. query keeps only what you ask for and says how much it cut:
playcal query --unity "scene get_hierarchy" --from "result.roots.**" --where "name~Enemy" --select name --select activeSelf --json
playcal query scene.json --from data.objects --where "tag=Enemy" --select name
--where uses the same syntax as loop --expect. * is any item of a list, ** is anything at any depth.
playcal checkpoint (works today)Saves the project's files before an agent step and brings any save back. Saves are git commits on a private ref (refs/playcal/checkpoints), so your branch, HEAD and staging area don't move and nothing is pushed. .gitignore is respected.
playcal checkpoint save "before level 4 tweak"
playcal checkpoint list playcal checkpoint diff latest playcal checkpoint restore ~1 # one save back; prints how to undo the
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