Agent skill

Blockbench Plugins

by jasonjgardner in jasonjgardner/blockbench-mcp-plugin

Blockbench plugin/extension development for the 3D modeling tool.

GPL-3.0Auto-check passedGame Development

Install Blockbench Plugins

skills CLI
$ npx skills add jasonjgardner/blockbench-mcp-plugin --skill blockbench-plugins -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jasonjgardner/blockbench-mcp-plugin blockbench-plugins --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jasonjgardner/blockbench-mcp-plugin.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/blockbench-plugins .claude/skills/blockbench-plugins && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
blockbench-plugins
GitHub stars
488
Token cost
~2.8k tokens
SKILL.md length
289 words
Files
6 (incl. references, assets)
Skills in repo
2
Repo updated
First seen
Licence
GPL-3.0

At a glance

Blockbench plugin/extension development for the 3D modeling tool.

  • Debugging JavaScript plugins for Blockbench including actions
  • SKILL.md covers Overview, Quick Reference, Plugin File Structure and Plugin Registration Template, plus 16 more sections
  • Runs JavaScript scripts from its folder; calls npm
  • Model manipulation

What it does

Blockbench Plugins is an agent skill from jasonjgardner/blockbench-mcp-plugin. Blockbench plugin/extension development for the 3D modeling tool. Use when creating, modifying, or debugging JavaScript plugins for Blockbench including actions, dialogs, panels, menus, toolbars, model manipulation, animation APIs, and custom formats/codecs. Triggers on Blockbench plugin, Blockbench extension, Blockbench API, BBPlugin, model editor plugin, or 3D modeling tool extension.

Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files and assets (for example `assets/format_plugin.js`, `assets/plugin_template.js` and `references/api.md`).

It sits in Game Development, covering 3D graphics and WebGL and Browser extensions. It works with JavaScript, Model Context Protocol and Vue.js. The repository describes itself as: Adds MCP server to Blockbench. The licence is GPL-3.0.

When your agent uses it

  • Debugging JavaScript plugins for Blockbench including actions
  • Model manipulation
  • Custom formats/codecs
  • Blockbench plugin

Example prompts

  • “/blockbench-plugins”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit d027171. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships script files (JavaScript), which the agent can run.

    Shell commands in SKILL.md call:

    • npm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Blockbench Plugins loads about 2.8k tokens when it runs, and up to ~8.9k if it reads all its reference files. Until then it costs about 102 tokens; SKILL.md has 289 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~102
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jasonjgardner/blockbench-mcp-plugin at commit d027171, republished under its GPL-3.0 licence (© jasonjgardner). 289 words, ~2,834 tokens.

Download SKILL.mdSave it as .claude/skills/blockbench-plugins/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
blockbench-plugins
description
Blockbench plugin/extension development for the 3D modeling tool. Use when creating, modifying, or debugging JavaScript plugins for Blockbench including actions, dialogs, panels, menus, toolbars, model manipulation, animation APIs, and custom formats/codecs. Triggers on Blockbench plugin, Blockbench extension, Blockbench API, BBPlugin, model editor plugin, or 3D modeling tool extension.

Blockbench Plugin Development

Overview

Blockbench runs on Electron (desktop) and as a web PWA, using THREE.js for 3D rendering and Vue 2 for reactive UI. Plugins have full access to global APIs within an isolated execution context.

Quick Reference

TaskApproach
Create clickable commandnew Action() - add to menus/toolbars
Show form/dialognew Dialog() with form fields
Add sidebar panelnew Panel() with Vue component
Modify model elementsUse Undo.initEdit() → modify → Undo.finishEdit()
Custom import/exportnew Codec() + new ModelFormat()
React to changesBlockbench.on('event_name', callback)

Plugin File Structure

plugins/
└── my_plugin/
    ├── my_plugin.js      # Main file (required, ID must match filename)
    ├── about.md          # Extended docs (optional)
    └── icon.png          # 48x48 icon (optional)

Plugin Registration Template

javascript
(function() {
    // Store references for cleanup
    let myAction, myPanel, myDialog, eventCallback;
    
    Plugin.register('my_plugin', {
        title: 'My Plugin',
        author: 'Author Name',
        description: 'Short description',
        icon: 'extension',            // Material icon name
        version: '1.0.0',
        variant: 'both',              // 'desktop', 'web', or 'both'
        min_version: '4.8.0',
        tags: ['Utility'],
        
        onload() {
            // Initialize all components here
        },
        
        onunload() {
            // CRITICAL: Delete ALL components here
        },
        
        oninstall() {
            Blockbench.showQuickMessage('Installed!');
        }
    });
})();

Actions

Actions are clickable commands for menus, toolbars, and keybindings.

javascript
myAction = new Action('my_action_id', {
    name: 'Action Name',
    description: 'Tooltip text',
    icon: 'star',
    category: 'edit',                 // For keybind settings
    
    condition: () => Cube.selected.length > 0,
    
    keybind: new Keybind({ key: 'k', ctrl: true }),
    
    click(event) {
        // Action logic
    }
});

MenuBar.addAction(myAction, 'filter');  // Add to Filter menu

// Cleanup
myAction.delete();

Menu locations: 'file', 'edit', 'transform', 'filter', 'tools', 'view', 'help'

Action variants:

javascript
// Toggle (on/off state)
new Toggle('toggle_id', {
    name: 'Feature',
    default: false,
    onChange(value) { /* handle */ }
});

// Tool (viewport interaction)
new Tool('tool_id', {
    name: 'My Tool',
    cursor: 'crosshair',
    onCanvasClick(data) { /* handle */ },
    onCanvasDrag(data) { /* handle */ }
});

Dialogs

javascript
myDialog = new Dialog({
    id: 'my_dialog',
    title: 'Dialog Title',
    width: 540,
    
    form: {
        name: { label: 'Name', type: 'text', value: 'default' },
        count: { label: 'Count', type: 'number', value: 10, min: 1, max: 100 },
        enabled: { label: 'Enabled', type: 'checkbox', value: true },
        mode: {
            label: 'Mode',
            type: 'select',
            options: { a: 'Option A', b: 'Option B' },
            value: 'a'
        },
        color: { label: 'Color', type: 'color', value: '#ff0000' },
        // Conditional field
        advanced: {
            label: 'Advanced',
            type: 'text',
            condition: (form) => form.enabled
        }
    },
    
    onConfirm(formData) {
        console.log(formData.name, formData.count);
        this.hide();
    }
});

myDialog.show();

// Quick dialogs
Blockbench.textPrompt('Enter Value', 'default', (text) => { });
Blockbench.showMessageBox({ title: 'Alert', message: 'Text', buttons: ['OK'] });

Panels

Panels appear in sidebars with Vue components.

javascript
myPanel = new Panel('my_panel', {
    name: 'My Panel',
    icon: 'dashboard',
    condition: () => Format.animation_mode,
    
    default_position: {
        slot: 'left_bar',             // 'left_bar', 'right_bar', 'bottom'
        height: 300
    },
    
    component: {
        template: `
            <div>
                <h3>{{ title }}</h3>
                <ul><li v-for="item in items">{{ item.name }}</li></ul>
                <button @click="refresh">Refresh</button>
            </div>
        `,
        data() {
            return { title: 'Items', items: [] };
        },
        methods: {
            refresh() {
                this.items = Cube.selected.map(c => ({ name: c.name }));
            }
        }
    }
});

// Cleanup
myPanel.delete();

Model Manipulation (with Undo)

CRITICAL: Always wrap modifications in Undo for user reversibility.

javascript
// Start tracking
Undo.initEdit({ elements: Cube.selected });

// Modify elements
Cube.selected.forEach(cube => {
    cube.from[0] += 5;
    cube.to[1] = 20;
    cube.rotation[1] = 45;
});

// Update view
Canvas.updateView({
    elements: Cube.selected,
    element_aspects: { geometry: true, transform: true }
});

// Commit
Undo.finishEdit('Move cubes');
Creating Elements
javascript
// Cube
let cube = new Cube({
    name: 'my_cube',
    from: [0, 0, 0],
    to: [16, 16, 16],
    origin: [8, 8, 8],
    rotation: [0, 45, 0]
}).init();
cube.addTo(Group.selected[0]);  // Add to group

// Group (bone)
let group = new Group({
    name: 'bone_arm',
    origin: [0, 12, 0]
}).init();
group.addTo();  // Add to root

// Texture
let texture = new Texture({ name: 'my_texture' });
texture.fromPath('/path/to/file.png');  // or .fromDataURL()
texture.add(true);  // true = add to undo
Global Collections
CollectionDescription
Cube.all / Cube.selectedAll cubes / selected cubes
Group.all / Group.selectedAll groups / selected groups
Mesh.all / Mesh.selectedAll meshes / selected meshes
Texture.all / Texture.selectedAll textures / selected
Animation.all / Animation.selectedAll animations / selected
Outliner.elementsAll outliner elements

Event System

javascript
// Subscribe
eventCallback = (data) => { /* handle */ };
Blockbench.on('update_selection', eventCallback);

// Unsubscribe (use SAME function reference)
Blockbench.removeListener('update_selection', eventCallback);

Common events: update_selection, select_project, new_project, load_project, save_project, close_project, add_cube, add_group, add_texture, add_animation, select_animation, render_frame, undo, redo, finish_edit

See references/events.md for full list.

Custom Menus

javascript
let menu = new Menu([
    'existing_action_id',
    myAction,
    '_',  // Separator
    {
        name: 'Custom Item',
        icon: 'star',
        click() { /* handle */ }
    },
    {
        name: 'Submenu',
        children: [ /* more items */ ]
    }
]);

menu.open(event);  // Open at mouse position

Format and Codec (Import/Export)

javascript
const myCodec = new Codec('my_codec', {
    name: 'My Format',
    extension: 'mymodel',
    
    compile(options) {
        // Model → file content
        let data = { bones: [] };
        Group.all.forEach(g => {
            data.bones.push({
                name: g.name,
                pivot: g.origin,
                cubes: g.children.filter(c => c instanceof Cube).map(c => ({
                    from: c.from, to: c.to
                }))
            });
        });
        return JSON.stringify(data, null, 2);
    },
    
    parse(content, path) {
        // File content → model
        let data = JSON.parse(content);
        newProject(myFormat);
        data.bones.forEach(b => {
            let group = new Group({ name: b.name, origin: b.pivot }).init();
            b.cubes.forEach(c => {
                new Cube({ from: c.from, to: c.to }).init().addTo(group);
            });
        });
        Canvas.updateAll();
    }
});

const myFormat = new ModelFormat('my_format', {
    id: 'my_format',
    name: 'My Format',
    icon: 'icon_name',
    codec: myCodec,
    box_uv: true,
    bone_rig: true,
    animation_mode: true
});

// Cleanup
myFormat.delete();
myCodec.delete();

Condition Patterns

javascript
// Function
condition: () => Format.id === 'bedrock' && Cube.selected.length > 0

// Object (combined with AND)
condition: {
    formats: ['bedrock', 'java_block'],
    modes: ['edit', 'paint'],
    project: true,
    selected: { cube: 1 },
    method: () => customCheck()
}

Code Style Conventions

TypeConventionExamples
ClassesPascalCaseOutlinerElement, Animation
MethodscamelCaseupdateTransform, getSelectedFaces
Propertiessnake_casedata_points, uv_offset
Event/Action IDssnake_caseselect_project, my_action

Critical Cleanup Pattern

MUST delete all components in onunload() to prevent memory leaks.

javascript
let action, panel, dialog, toolbar, format, codec, eventCallback, css;

Plugin.register('my_plugin', {
    onload() {
        action = new Action('id', { /* ... */ });
        panel = new Panel('id', { /* ... */ });
        format = new ModelFormat('id', { /* ... */ });
        codec = new Codec('id', { /* ... */ });
        
        eventCallback = (data) => { };
        Blockbench.on('update_selection', eventCallback);
        
        css = Blockbench.addCSS('.my-class { color: blue; }');
    },
    
    onunload() {
        action.delete();
        panel.delete();
        format.delete();
        codec.delete();
        Blockbench.removeListener('update_selection', eventCallback);
        css.delete();
    }
});

Anti-Patterns

javascript
// ❌ No stored reference = memory leak
onload() { new Action('leaked', { }); }

// ❌ No Undo = users can't reverse
Cube.selected.forEach(c => c.from[0] += 1);

// ❌ Bundling THREE.js (already global)
import * as THREE from 'three';

// ❌ Global pollution
window.myData = {};

Built-in Libraries (Do Not Bundle)

  • THREE — Three.js 3D rendering
  • Vue — Vue 2 reactive UI
  • JSZip — ZIP handling
  • marked — Markdown parsing
  • Molang — Molang expression parser

Icons

javascript
icon: 'star'              // Material icon
icon: 'fa-bone'           // Font Awesome
icon: 'icon-player'       // Blockbench custom
icon: 'data:image/...'    // Base64 image

TypeScript Setup

bash
npm i --save-dev blockbench-types
typescript
/// <reference types="blockbench-types" />

Template Files

  • assets/plugin_template.js — Complete starter plugin
  • assets/format_plugin.js — Custom format/codec example

References

  • references/events.md — Full event list
  • references/api.md — Detailed API reference
  • references/elements.md — Element types and properties

© jasonjgardner, GPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references, assets) in .agents/skills/blockbench-plugins of jasonjgardner/blockbench-mcp-plugin.

  • SKILL.md
  • assets/format_plugin.js
  • assets/plugin_template.js
  • references/api.md
  • references/elements.md
  • references/events.md

Open the folder on GitHubat commit d027171

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Questions about Blockbench Plugins

What does Blockbench Plugins do?

Blockbench plugin/extension development for the 3D modeling tool. Blockbench Plugins is an agent skill from jasonjgardner/blockbench-mcp-plugin. Blockbench plugin/extension development for the 3D modeling tool.

When should I use Blockbench Plugins?

Blockbench Plugins fits situations like: debugging JavaScript plugins for Blockbench including actions; model manipulation; custom formats/codecs; blockbench plugin.

How do I install Blockbench Plugins in Claude Code?

Run `npx skills add jasonjgardner/blockbench-mcp-plugin --skill blockbench-plugins -a claude-code`. Or copy the skill folder (.agents/skills/blockbench-plugins in jasonjgardner/blockbench-mcp-plugin) into .claude/skills/blockbench-plugins in your project. Claude Code loads it when a task matches its description.

How do I install Blockbench Plugins in Codex?

Run `npx skills add jasonjgardner/blockbench-mcp-plugin --skill blockbench-plugins -a codex`. Or copy the skill folder (.agents/skills/blockbench-plugins in jasonjgardner/blockbench-mcp-plugin) into .agents/skills/blockbench-plugins in your project. Codex loads it when a task matches its description.

Can I use Blockbench Plugins in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jasonjgardner/blockbench-mcp-plugin --skill blockbench-plugins -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/blockbench-plugins, .gemini/skills/blockbench-plugins, .github/skills/blockbench-plugins and .opencode/skills/blockbench-plugins in your project.

What does Blockbench Plugins need to run?

Going by SKILL.md and its folder, Blockbench Plugins needs JavaScript for the scripts in its folder and the command-line tools its instructions call (npm). Our summary lists: Node.js.

Does Blockbench Plugins access the network?

SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Blockbench Plugins safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Blockbench Plugins use?

Blockbench Plugins is published under the GPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Blockbench Plugins use?

About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.1k tokens, read only when the agent opens those files.

What are the alternatives to Blockbench Plugins?

Skills that share tags, products or a category with Blockbench Plugins: Polycss (layoutit/polycss, 757 stars), Tresjs Core Skilld (skilld-dev/vue-ecosystem-skills, 181 stars), Fog Of War JS TS (pproenca/dot-skills, 214 stars) and Browser Viz Verify (automateyournetwork/netclaw, 674 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Blockbench Plugins?

jasonjgardner (a GitHub user) maintains it in jasonjgardner/blockbench-mcp-plugin, which has 488 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on October 1, 2026.

Source: jasonjgardner/blockbench-mcp-plugin on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.