cli-anything-sbox

Automate s&box project maintenance by editing JSON assets and generating C# code.

Updated May 7, 2026
One-click install
npx skills add https://github.com/dawsonblock/JUDGE_ATLAS --skill cli-anything-sbox-dawsonblock
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cli-anything-sbox
Source: https://github.com/dawsonblock/JUDGE_ATLAS/tree/main/external/CLI-Anything-main/sbox/agent-harness/cli_anything/sbox/skills
Command: npx skills add https://github.com/dawsonblock/JUDGE_ATLAS --skill cli-anything-sbox-dawsonblock

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It eliminates the slow, editor-only workflow of managing s&box projects by letting you validate and modify scene, prefab, and asset graph data directly through a repeatable CLI.

Core Features & Use Cases

  • Project validation & management: Create projects, configure settings, and run integrity checks like broken references, duplicate GUIDs, and malformed configs.
  • Scene and prefab editing at scale: Add, remove, query, diff, and bulk-modify GameObjects, components, properties, navigation mesh settings, and prefab instantiation across JSON-based assets.
  • Asset graph and reverse lookup tooling: List, compile, find references, rename, and move assets while preserving and updating all dependent links.

Quick Start

Use the CLI to initialize a project and then validate it with machine-readable JSON output for fast iteration: install the skill and run project creation followed by a validate pass for your project directory.

Frequently Asked Questions about cli-anything-sbox

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I validate broken references and duplicate GUIDs in an s&box project?

To validate an s&box project, run the CLI integrity checks to detect broken references, duplicate GUIDs, and malformed configs. The tool supports structured JSON output mode, allowing you to automate project validation and quickly identify asset graph errors.

Can I bulk edit GameObjects and properties across multiple s&box scenes?

Yes, you can bulk edit GameObjects and properties across multiple s&box scenes. The CLI directly modifies scene and prefab JSON assets, enabling bulk refactors, component additions, and property updates without opening the editor.

What is the best way to find and fix broken asset references in s&box prefabs?

The best way to fix broken asset references in s&box prefabs is using the CLI asset graph tooling. It performs reverse lookups, lists dependents, and updates links when you rename or move assets, preserving project integrity.

Does the s&box CLI support automated C# code generation?

Yes, the s&box CLI supports automated C# code generation. The codegen command group generates C# code as part of project maintenance, allowing you to automate code creation and integrate it into content production workflows.

Do I need Python to run s&box project validation and scene editing commands?

Yes, you need Python to run s&box project validation and scene editing commands. The CLI requires a Python-based entrypoint with project-path auto-detection to execute operations spanning scene, prefab, codegen, and asset management.

How do I query the asset graph for dependencies in an s&box project?

To query the asset graph for dependencies in an s&box project, use the CLI asset operations command group. It provides real-time asset graph queries, allowing you to list, compile, and find references across JSON-based assets.