Quick-Connect Plugins

Connect your engine.
Just ask.

Native plugins for Unity, Unreal Engine, Godot, and Blender. No MCP servers to wire up, no JSON to hand-edit, no plugin to download and drop in. Tell Tatsu “connect to Godot” and it finds the editor, installs the bridge, and connects — then cleans up just as easily.

Unity Unreal Engine Godot Engine Blender

No manual setup

Nothing to configure — no MCP servers, no JSON, no plugin to download. The agent discovers the running editor, asks once to install the bridge, and connects. Uninstalling removes only Tatsu’s own files.

One undo step

A whole batch of operations — spawn, parent, assign materials, wire a Blueprint — lands as a single editor undo. Don’t like the result? One Ctrl+Z.

Proves its work

Engine-native capture and console scanning let the agent verify what it built. Action Capture even times screenshots to a transient action so it can show the motion.

Four engines, today

Drive the editor from chat.

Each plugin is a real bridge into a live editor — not a code generator guessing at an API. Compiled and signed where it matters, hot-reloaded where it helps.

Unity Unity 6 · URP & HDRP

Build and modify scenes, GameObjects, prefabs, materials, and shaders. Drive animation, Timeline, UI, cameras, terrain, navigation, particles, 2D, procedural textures, and VFX Graph — then capture the rendered camera to verify.

  • Scenes & prefabs
  • Materials & shaders
  • Animation & Timeline
  • VFX Graph
  • Terrain & nav
  • Test runner

Compiled & signed C# Editor bridge · hot-reloads on connect

Unreal Engine UE 5.7 & 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 is one editor undo.

  • Level & actor assembly
  • Blueprint K2 graphs
  • Materials
  • PIE playtesting
  • UE Python
  • Viewport capture

Compiled & signed C++ plugin · auto-enables

Godot Engine Godot 4.2+

Build scenes and the node tree, author and attach GDScript, wire signals, and set up the input map and project settings. Run playtests and execute GDScript live on the editor — with every change a real editor undo step.

  • Scene & node tree
  • GDScript authoring
  • Signals
  • Input map
  • Live script exec
  • Playtest

Compiled & signed C++ GDExtension

Blender Blender 4.0+

Assemble scenes, create meshes and objects, build Principled BSDF and node materials, add modifiers, lighting, and cameras, handle UVs, render with Cycles or EEVEE, import/export glTF/FBX/OBJ/USD/STL, and run raw bpy scripts.

  • Modeling & meshes
  • Node materials
  • Modifiers
  • Cycles / EEVEE
  • glTF / FBX / USD
  • bpy scripting

Runs on a live or TatsuCode-launched instance

How it works

Three words to connected.

The agent drives the whole lifecycle. You approve the one install prompt; everything else is automatic.

1

Ask

Say “connect to Unreal.” Tatsu discovers the running editor and its project, and asks once for permission to install the bridge.

2

Work

It installs, connects, and starts driving the editor — batched into clean undo steps, verified with engine-native capture.

3

Clean up

Done? Ask it to disconnect or uninstall. Uninstall removes only Tatsu’s own files — your project is left exactly as it was.

Action Capture

Screenshots, synced to the action.

A still frame can’t prove a projectile arced or a UI panel slid in. Action Capture schedules timed, tagged screenshots tied to an in-engine action and stitches them into a single labeled composite — so the agent can show the motion, not just claim it. Available across Unity, Unreal, Godot, and Three.js/web.

On the roadmap

Maya Custom studio plugins

Bring your engine.

Download the single signed executable, open your project, and ask Tatsu to connect. That’s the whole setup.

Unity, Unreal Engine, Godot, and Blender are trademarks or registered trademarks of their respective owners. Tatsu Code is an independent product and is not affiliated with, endorsed by, or sponsored by Unity Technologies, Epic Games, the Godot Foundation, or the Blender Foundation. Engine logos are used for identification only.