Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
제작자가 쓴 설명(영어 원문)
Edit-settle-verify loop, observe, replay and log tools for AI agents working in the Unity Editor
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
필요한 것
어떤 앱을 쓰세요?
위에서 앱을 고르세요. 기억해 두었다가 다음부터는 버튼에 “…에 설치”라고 표시해요.
Claude Desktop → Settings → Developer → Edit Config를 열고 claude_desktop_config.json에 이 내용을 붙여 넣으세요
{
"mcpServers": {
"playcal": {
"command": "uvx",
"args": [
"playcal",
"mcp"
]
}
}
}터미널에서 이 명령어를 실행하세요
claude mcp add playcal -- uvx playcal mcp프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"playcal": {
"command": "uvx",
"args": [
"playcal",
"mcp"
]
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"playcal": {
"type": "stdio",
"command": "uvx",
"args": [
"playcal",
"mcp"
]
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
이 서버는 내 컴퓨터에서 실행되는데, ChatGPT는 인터넷에 있는 서버에만 연결할 수 있어요. 다른 앱을 고르세요.
선택한 앱은 이 기기의 쿠키에만 저장돼요. 계정은 필요 없어요.
이 설정은 제작자의 레지스트리 정보로 만들었어요. README와 다르면 README를 따르세요.
내 컴퓨터에서 실행돼요. 설치하면 AI 앱에 도구 목록이 나타나요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 7일 점검
레지스트리 이름이 GitHub 계정 RizgarOzan 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
내 컴퓨터에서 실행되는 서버라 인터넷 엔드포인트가 없어요
내 컴퓨터에서 실행되며, 대신 로컬 설정을 사용해요
내 컴퓨터에서 실행돼요. 도구 목록은 인터넷 엔드포인트가 있는 서버에서만 읽을 수 있어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 1개 중 1개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
레지스트리에 필수 키가 나와 있지 않아요. 다만 처음 쓸 때 로그인을 요구하는 서버도 있어요.
내 컴퓨터에서 실행돼요. AI 앱이 필요할 때 실행하고, 데이터는 제작자의 서버를 거치지 않아요(서버 자체가 온라인 서비스를 호출하는 경우는 제외).
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(0.2.0)은 오늘 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. 내 컴퓨터에 Python (uv)도 있어야 해요.
같은 카테고리에는: Spec Driven Development, Remote Desktop Commander, MCP Server Autocad Lisp Helper
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
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.
High-precision static analysis and debug server for AutoCAD AutoLISP (.lsp) files.
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
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
앞부분만 보여 드려요. 나머지는 저장소에서 읽어 보세요