Docs · Authentication

Authentication —
sign in once, no tokens by hand.

AI Game Developer uses OAuth 2.1 with the device-authorization flow everywhere — the editor window, the desktop app, and the Unity / Unreal / Godot CLIs. You approve a sign-in in your browser; credentials are stored on your machine and the session shows up under Connected devices. Personal Access Tokens stay available for CI and manual clients.

OAuth device flow — the default

DefaultBrowser-approved sign-in

Every entry point — the editor window, the app, and each CLI — signs in the same way: it opens your browser, you approve the device, and it stores the full credential set locally. Nothing to copy or paste.

  1. Start the flow — Authorize in the editor window, Sign in in the app, or login in a CLI.
  2. Approve the device code in the browser window that opens (same ai-game.dev account).
  3. Credentials are stored on your machine; access tokens refresh automatically.
  4. The session appears on your Connected devices page, where you can revoke it any time.

Three ways it starts

  • Editor window — choose Cloud, click Authorize, approve in the browser.
  • Game Dev App — click Sign in; the app opens the same browser flow (see the App guide).
  • CLI — run login (e.g. unity-mcp-cli login); it opens the browser and stores credentials.
# Unity / Unreal / Godot — same OAuth device flow
unity-mcp-cli login
unreal-mcp-cli login
godot-cli login

Endpoint: /mcp vs /mcp/p/<pin>

The hosted MCP endpoint is https://ai-game.dev/mcp. There are two ways your AI client can reach a running editor through it:

  • /mcp — the base endpoint. The server routes to one of your connected editors by fallback (a single connected editor, your most-recently-used one, or a sticky selection). Simple, but ambiguous when several editors are open.
  • /mcp/p/<pin> — a pinned URL. The pin is derived from a project’s identity, so requests are routed to that exact project’s editor. This is what setup-mcp writes by default, so the right editor is targeted even with multiple projects open.

setup-mcp writes the pinned URL into your client config automatically (pass --no-pin to fall back to the base /mcp URL). The written config is credential-free — the client authorizes over OAuth on first connect.

# Writes a pinned /mcp/p/<pin> URL for your AI client (e.g. Claude Code)
unity-mcp-cli setup-mcp claude-code
godot-cli setup-mcp claude-code
unreal-mcp-cli setup-mcp claude-code --path ./YourProject

Enroll

When an AI agent hands you an enrollment code, run the CLI’s enroll to bind that agent to your project — it writes the same project pin, so the agent is routed to the right editor. Regular setup-mcp already handles the common case; enroll is the “the agent gave me a code” path.

Personal Access Tokens — for CI and manual clients

Prefer a static token — for CI pipelines, scripts, or a manual MCP client that can’t do an interactive browser login? Mint a Personal Access Token from your API keys page and send it as a bearer token. PATs are the manual alternative to OAuth, not the default path.

{
  "mcpServers": {
    "ai-game-dev": {
      "url": "https://ai-game.dev/mcp",
      "headers": { "Authorization": "Bearer YOUR_PERSONAL_ACCESS_TOKEN" }
    }
  }
}

Full request anatomy and per-client snippets live on the MCP endpoint page.

Quickstart →The App →MCP endpoint →