Blockbench Plugins
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.
- Skill ID
- jasonjgardner/blockbench-mcp-project/blockbench-plugins
- Publisher
- jasonjgardner
- Repository
- blockbench-mcp-project
- Installs
- 0
- Files
- 6
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
jasonjgardner/blockbench-mcp-project/blockbench-pluginsInstalls these files- SKILL.md
- assets/format_plugin.js
- assets/plugin_template.js
- references/api.md
- references/elements.md
- references/events.md
What this skill tells the agent
Blockbench Plugin Development
Overview
Blockbench runs on desktop and the web, exposing host APIs and bundled rendering/UI libraries to plugins. Verify the target host version and its types before choosing APIs; plugin variable isolation does not imply unrestricted native-module or filesystem access. Prefer the current generated API reference and the target checkout when older wiki examples disagree with the host. Set variant and min_version to the environments actually verified.
For model format decisions, UV units, rig distinctions and export handoffs, see format and delivery guidance. A format feature flag advertises host behavior; it does not implement missing validation or runtime serialization in a custom codec.
Quick Reference
| Task | Approach |
|---|---|
| Create clickable command | new Action() - add to menus/toolbars |
| Show form/dialog | new Dialog() with form fields |
| Add sidebar panel | new Panel() with Vue component |
| Modify model elements | Use Undo.initEdit() → modify → Undo.finishEdit() |
| Custom import/export | new Codec() + new ModelFormat() |
| React to changes | Blockbench.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
(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.
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:
// 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
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.
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)
Register persistent project edits with native Undo, including every affected aspect. Validate targets and stage asynchronous input before opening a transaction; cancel/restore it on failure. Native actions or painting APIs may own their own transaction, so do not add a competing nested one. Read-only inspection, camera movement and file writes are not equivalent to undoable model mutations. See Undo documentation.
// 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
Creation must record the new objects at transaction completion, not only an empty initial list:
Undo.initEdit({ elements: [], outliner: true });
const createdCube = new Cube({ name: 'body_geo', from: [-4, 0, -2], to: [4, 12, 2] }).init();
Undo.finishEdit('Add body cube', { elements: [createdCube], outliner: true });
Canvas.updateAll();The snippets below illustrate individual host constructors; place them inside the appropriate transaction when changing an existing project. A group's origin is a pivot; parenting does not add that origin as a translation to cube bounds.
// 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 undoGlobal Collections
| Collection | Description |
|---|---|
Cube.all / Cube.selected | All cubes / selected cubes |
Group.all / Group.selected | All groups / selected groups |
Mesh.all / Mesh.selected | All meshes / selected meshes |
Texture.all / Texture.selected | All textures / selected |
Animation.all / Animation.selected | All animations / selected |
Outliner.elements | All outliner elements |
Event System
// Subscribe
eventCallback = (data) => { /* handle */ };
Blockbench.on('update_selection', eventCallback);
// Unsubscribe (use SAME function reference)
Blockbench.removeListener('update_selection', eventCallback);More from jasonjgardner
Use this skill in a project
Open any RiverX project, search the Skills panel for jasonjgardner/blockbench-mcp-project/blockbench-plugins, and install it in one click.
