MCP.so
Sign In
B

Board Mcp

@seeincodes

About Board Mcp

No overview available yet

Config

Add this server to your MCP-compatible client using the configuration below.

{
  "mcpServers": {
    "BoardMCP": {
      "command": "npx",
      "args": [
        "board-sdk-mcp-server"
      ]
    }
  }
}

Tools

27

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.

Overview

What is Board Mcp?

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.

How to use Board Mcp?

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.

Key features of Board Mcp

  • 25 tools across 4 SDK domains (Input, Session, Save Game, Application)
  • 7 physical game piece set catalogs with model files and versions
  • 8 resources providing type schemas, changelog, error catalog, and platform guard references
  • Auto-proxies Unity Editor MCP tools when Unity is running with the MCP bridge
  • Every tool response includes API signature, complete C# code example, parameter docs, caveats, and related tools
  • Unity integration requires no extra configuration beyond installing the MCP for Unity package

Use cases of Board Mcp

  • Generate correct C# code for Board SDK APIs with proper platform guards and async patterns
  • Configure physical game piece detection by listing available piece sets and setting up glyph models
  • Manage save game operations including creation, cover image loading, and storage limit queries
  • Control the live Unity Editor through proxied MCP tools from the same server
  • Access SDK documentation, error catalogs, and platform guard references on demand

FAQ from Board Mcp

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.

What are the runtime requirements?

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.

Where does data live and what are the storage limits?

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.

Are there any known limits?

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.

What transports or auth does it use?

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.

Frequently asked questions

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.

What are the runtime requirements?

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.

Where does data live and what are the storage limits?

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.

Are there any known limits?

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.

What transports or auth does it use?

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.

Comments

More Other MCP servers