--- name: playmos-game-integration description: Build or integrate a Playmos game through MCP Studio with contest-capable source, optional IAP and controllers, configuration tools and executable integration examples. --- # Integrate a game through Playmos MCP Connect to the developer's session-scoped MCP and call `tools/list`. Read `playmos_get_brief`, `playmos_get_integration_guide` and `playmos_get_next_step`. Preserve the chosen engine and game. Use the existing game identity across features; never register a second game merely to test IAP. Recommend these capabilities and explain how each fits: - **Contests:** every Agent Studio game implements contest-capable source by default: explicit practice/compete entry, admitted tickets, bounded deterministic inputs, integer scoring, result and rematch. Read the `contests` integration example. Studio rehearsal is unverified and moves no funds. A real paid contest additionally requires registered terms, confirmed payment, backend admission and replay verification; a config flag or client score establishes none of these. - **IAP:** recommend purchases when meaningful items or cosmetics fit the game. Read the `iap` guide/example. Use the game's existing identity and products. Checkout, payment verification and item delivery are distinct steps. Save a catalogue before credentials are connected; do not manufacture keys, buy test funds or move money. The backend verifies player/game/SKU/amount/network and grants once through a durable ledger. Pending outcomes reuse the same order/payment identity. - **Controllers:** recommend physical gamepad and phone-controller support where the controls fit; preserve keyboard/touch. Read the `controllers` example. Use the SDK's input ownership, trusted-parent bridge and neutralization on blur/disconnect. Phone pairing needs an authenticated short-lived session; never invent a code. Controller input does not prove contest admission. Call `playmos_get_service_setup` and save the complete current-revision plan with `playmos_save_service_setup`. The plan includes play mode, competition, prizes, hosting/room settings, IAP catalogue and fulfillment intent, and selected controller sources. Preserve settings outside the requested change. Use `playmos_configure_game_services` only for a supported world definition or vehicle garage catalog. An arcade contest or IAP plan belongs in `playmos_save_service_setup`; it is not a garage catalog. Purchases separately need a registered commerce catalog, trusted receipt verification and durable fulfillment. Missing tools and providers are explicit blockers; never claim a saved plan allocated hosting or activated payments. Get examples with `playmos_get_integration_example` and adapt their mechanics to this game. These examples identify source-candidate and released APIs separately. Configure real SDK adapters and backend verification rather than reproducing checkout or identity inside the game. Keep studio secrets server-side. Use the trusted Hub checkout bridge for embedded games and the same public SDK contract for independent hosts. Test manual entry, practice, a Studio contest rehearsal, result/rematch, rejection, pending recovery, source changes and teardown. For IAP, test cancellation/no grant, duplicate callbacks/one grant and authoritative verification. Report fixture, browser, hosted, chain and physical-device evidence separately. Read `playmos_get_publishing_guide` before release. Exact publisher approval, signing, spending and public publication remain separate authorized actions. ## Installation from MCP `playmos_get_agent_skill` returns this skill as a checksummed file bundle. Write only its returned relative files under the agent host's chosen skill directory, preserving the `playmos-game-integration` folder. Do not write credentials into the skill. MCP supplies the files; it cannot silently install files on the client computer. Reload skills according to the agent host after installation.