Yes2SDK Claude Code Plugin
A Claude Code plugin that auto-registers the hosted Yes2SDK MCP server and adds integrate and verify slash commands. No local server to run.
If you use Claude Code to build your game, this plugin is the fastest way to integrate the Yes2SDK. Installing it registers the hosted Yes2SDK MCP server for you and adds slash commands that scaffold the integration and check your build against every platform's rules.
Prerequisite: Claude Code installed.
Install
In Claude Code, run:
/plugin marketplace add yes2games/yes2sdk-claude-plugins
/plugin install yes2sdk@yes2games
Then confirm the MCP server is connected:
/mcp
You should see the yes2sdk server listed (remote HTTP, https://mcp.yes2games.com/mcp).
Commands
| Command | What it does |
|---|---|
/integrate-all | Scaffold the unified init + ad loop with isSupported() guards, portable across all five platforms. |
/verify-all | Validate your build against all five platforms; one pass/fail table. |
/verify-poki | Poki compliance + static checks. |
/verify-crazygames | CrazyGames compliance + static checks. |
/verify-yandex | Yandex Games compliance + static checks. |
/verify-gamedistribution | GameDistribution compliance + static checks. |
/verify-youtube | YouTube Playables compliance + static checks (strictest). |
/yes2sdk-docs <query> | Search the Yes2SDK docs from the chat. |
What else it ships
The plugin includes a yes2sdk-platform-rules skill that carries the highest-leverage cross-platform compliance gotchas, so Claude applies them automatically while integrating, and defers to the MCP server for the authoritative rule set.
How it relates to the MCP server
The plugin is a thin Claude Code front end for the Yes2SDK MCP server. The slash commands call the MCP tools; they don't reimplement them. If you use a different assistant (Cursor, Windsurf, VS Code Copilot), connect to the MCP server directly instead.