Projects and engines

Open or create a Unity, Unreal or Godot project in the AI Game Dev app, install the engine plugin, and let the agent open the editor when needed.

Updated November 4, 2026 View as Markdown

Everything in the AI Game Dev app happens inside a project: a folder on your computer. When the folder is a Unity, Unreal Engine or Godot project, the app detects the engine, sets up the matching MCP plugin and connects the editor's tools to your chat. This page covers opening and creating projects in the desktop app and the CLI, plugin installation and updates, and how the agent works with the editor.

Supported engines

EnginePluginHow the app recognises the projectSupported versions
UnityUnity MCPProjectSettings/ProjectVersion.txt, or an Assets/ folder with Packages/manifest.jsonUnity 2022.3 LTS or newer
Unreal EngineUnreal MCPA *.uproject file in the folderUnreal Engine 5.5 or newer, C++ projects
GodotGodot MCPA project.godot file in the folderGodot 4.3 to 4.5 (.NET)

You can also open any other folder, such as a Blender-only asset project, a design docs folder or a tools repository. The agent can then work with files, packages and tools, just without engine tools.

Open a project in the desktop app

An empty window is a launcher. It offers:

  • Open folder… to choose a project folder.
  • Create new project to start a new Unity, Unreal or Godot project.
  • Your recent projects.

Each project lives in its own window. Ctrl-click (Windows, Linux) or Cmd-click (macOS) a recent project to open it in a new window instead of replacing the current one. When you relaunch the app, every project window that was open comes back with its size, position and layout.

Install or update the engine plugin

After you open an engine project, the sidebar shows the project's engine and its actions:

  • Install Package when the engine plugin is not in the project yet, or Update Package when a newer plugin version is available.
  • Open Editor to start the engine editor for this project.

Click Install Package to add the plugin. The app never changes an existing project on its own: the click is your consent, because the install writes into your project (for Unity, for example, it adds the package to Packages/manifest.json). When a project is created from the app, the plugin is installed automatically as part of creation.

The plugin installers ship inside the app: you do not need Node.js, npm, unity-mcp-cli, unreal-mcp-cli or godot-cli on your machine.

In the CLI the same actions are slash commands:

/install-plugin            install the MCP plugin into the current project
/install-plugin C:/Games/MyGame
/open                      open the editor for the current project

Engine extensions

Engine extensions add more tools to a plugin, for example extra Unity tools for particle systems or animation. Browse and install them from the sidebar's extensions action in the desktop app, or with /install-extension in the CLI. The extensions page lists what is available for each engine.

Create a new project

In the desktop app, choose Create new project:

  1. Pick the engine.
  2. Enter a project name. The project is created in a subfolder with that name inside the parent folder you choose; missing folders are created.
  3. Pick the editor: the newest installed version is preselected, or choose an installed editor by hand. If no editor for that engine is installed, the app says so; install the engine first, then continue.
  4. The app creates the project, installs the plugin and opens it.

In the CLI:

/create-project unity SkywardKeep
/create-project godot SkywardKeep D:/Games

The syntax is /create-project <unity|godot|unreal> <name> [parentDir].

How the agent works with the editor

You can start chatting before the editor is running. Ordinary discussion never launches anything. When the agent needs the editor for a task, it asks the app to open the project's editor, waits until the editor's tools are available and then continues the same task. An editor that comes online later in a session, for example because you opened it yourself, is connected to the running chat without starting a new one.

A few rules keep this predictable:

  • Only one editor is started per project, even if several sessions need it at the same time.
  • An engine call that was already sent is never replayed automatically after a disconnect; the agent checks the result before trying another write.
  • Stop cancels a wait for the editor. An editor that has already started stays open.
  • Starting a large project can take a while. A launch is given up to 15 minutes, then up to 2 more minutes for the tools to appear.

Inside the editor

Each plugin has its own window in the editor (for Unity, the AI Game Developer window) with the connection status. When the app opens the editor, it passes your signed-in session, so the plugin connects through ai-game.dev without a manual token. If the editor shows "Disconnected", open that window, choose Cloud and click Authorize, then wait for Ready.

Plugin-specific settings, manual installation and connecting other AI clients are covered in each engine's wiki:

Open a project in the CLI

The CLI works in the current directory, or in a folder you name:

cd /path/to/your/game
gamedev

# or
gamedev /path/to/your/game
gamedev --project /path/to/your/game

On start, the CLI says what it detected, for example "Unity project detected", or that the folder has no Unity, Godot or Unreal project.

What the agent can do in your project

With an engine connected, ask in plain language, for example:

  • "List everything in the active scene."
  • "Create a cube at the origin and give it a physics body."
  • "Take a screenshot of the current view."

The tools catalog lists every engine tool, and the best practices explain how to write requests that work. The engine pages for Unity, Unreal and Godot summarise each integration.