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.
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.
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.
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.
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
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 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.
Compiled & signed C# Editor bridge · hot-reloads on connect
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.
Compiled & signed C++ plugin · auto-enables
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.
Compiled & signed C++ GDExtension
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.
Runs on a live or TatsuCode-launched instance
How it works
The agent drives the whole lifecycle. You approve the one install prompt; everything else is automatic.
Say “connect to Unreal.” Tatsu discovers the running editor and its project, and asks once for permission to install the bridge.
It installs, connects, and starts driving the editor — batched into clean undo steps, verified with engine-native capture.
Done? Ask it to disconnect or uninstall. Uninstall removes only Tatsu’s own files — your project is left exactly as it was.
On the roadmap
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.