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Game Engine Plugins

TatsuCode connects directly to live game-engine editors through a built-in plugin system. Four engines are supported today — Unity, Unreal Engine, Godot, and Blender — and every one of them is quick to connect: you don't install anything by hand, wire up an MCP server, or edit a config file. You ask Tatsu to connect, approve one install prompt, and it works.

What "quick-connect" means

Every other agentic tool that talks to an engine expects you to find a bridge, download it, drop it into the right folder, register an MCP server, and hand-edit JSON. TatsuCode does all of that for you:

  • No MCP setup. There is no mcp.json to write and no server to launch.
  • No manual install. The agent discovers the running editor and its project, then installs the bridge itself.
  • No admin rights. Everything happens in user space, inside your project.
  • Clean uninstall. Removing a plugin deletes only TatsuCode's own files — your project is left exactly as it was.

> Connect to Unreal

That's the entire setup. Tatsu finds the open editor, asks once for permission to install the bridge, installs it, and connects.

The supported engines

Unity

A compiled, signed C# Editor bridge that hot-reloads on connect (no editor restart). Drive scenes, GameObjects, prefabs, materials, and shaders, plus animation, Timeline, UI, cameras, terrain, navigation, particles, 2D, procedural textures, and VFX Graph. URP- and HDRP-aware. Includes the editor test runner and engine-native camera capture for verification.

  • Engines: Unity 6 (URP & HDRP)
  • Install: hot-reloads on connect — no restart needed

Unreal Engine

A compiled, signed C++ editor plugin for Unreal Engine 5.7 and 5.8. Assemble levels, spawn actors, and author full Blueprints — variables, components, and K2 graph nodes wired and compiled. Edit materials and project settings, run PIE playtests, and script with UE Python. Every batch of operations lands as a single editor undo step. Project plugins auto-enable, so there's no .uproject editing.

  • Engines: Unreal Engine 5.7 & 5.8
  • Install: auto-enables; restart-boundary (close the editor when prompted for an update)

Godot

A compiled, signed C++ GDExtension bridge for Godot 4.2+ (verified on 4.6). Build scenes and the node tree, author and attach GDScript, wire signals, and configure the input map and project settings. Run playtests and execute GDScript live on the editor. Every change is a real editor undo step, and the addon registers itself with no project.godot edits.

  • Engines: Godot 4.2+
  • Install: registers automatically; restart-boundary

Blender

A bridge for Blender 4.0+ covering scene assembly, mesh and object creation, Principled BSDF and node materials, modifiers, lighting, cameras, UVs, rendering with Cycles or EEVEE, import/export (glTF, FBX, OBJ, USD, STL), and raw bpy scripting. Works with a Blender instance you already have open, or one TatsuCode launches for you (GUI or headless).

  • Engines: Blender 4.0+
  • Install: works with a running or TatsuCode-launched instance

Action Capture

A single still frame can't prove a projectile arced, a character jumped, or a UI panel slid into place. Action Capture schedules timed, tagged screenshots tied to an in-engine action and stitches them into one labeled composite grid — so the agent can show the motion instead of just claiming it happened.

Action Capture is available across Unity, Unreal, Godot, and the web (Three.js / WebGL via DevBrowser). It's how the agent verifies transient behavior before reporting a task complete.

> Drop the crate from 5 meters and capture the fall

The lifecycle

The agent drives the whole connection lifecycle. You only approve the one install prompt.

StepWhat happens
DiscoverTatsu finds running editor instances and their project paths.
InstallWith your permission, it installs the bridge into the project.
ConnectIt connects to the bridge and activates the engine tools.
WorkIt drives the editor, batching operations into clean undo steps.
UninstallWhen you're done, it removes only TatsuCode's own files.

If you have multiple editors of the same engine open (common with Unity), Tatsu confirms which project is active before making changes.

Managing plugins

> Connect to Godot
> What plugins are connected?
> Disconnect from Unity
> Uninstall the Blender plugin

You can also browse and manage plugin connections with the /plugins command.

On the roadmap

The plugin system is open. Maya and custom studio plugins are planned, and the studio adds engines as the gamedev community asks for them.

Next Steps

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