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    • A
      license
      B
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      B
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      Enables AI clients to author and inspect Godot 4 projects by editing .tscn scenes and .gd scripts directly on disk, running headless project checks, and optionally driving a live editor bridge for real-time scene editing.
      20
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    • F
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      quality
      C
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      Bridges OpenCode to Unreal Engine 5 editor via a local TCP connection, enabling interaction with the editor such as querying project structure, managing assets and actors, and generating code.
      -
    • F
      license
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      quality
      C
      maintenance
      Enables MCP clients such as Codex to drive a Cocos Creator 3.8.8 editor through four tools (status, catalog, execute, observe), covering scene/node/component editing, UI templates and adaptive layout, prefabs, script events, assets and dependency graphs, native animation and Spine, screenshots, and Web build verification. Operations run through a local extension bridge with batching, dry-run pre-checks, and read-back validation.
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    • F
      license
      Not graded
      quality
      B
      maintenance
      Enables AI tools to connect to and control Unity/Tuanjie editors via the Codely Bridge TCP server, supporting project management, scene manipulation, and console reading.
      3
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    • A
      license
      B
      quality
      C
      maintenance
      Drive the Unreal Engine 5.7 editor from any MCP client over a local TCP socket - 105 editor-automation tools (72 native C++ handlers + 33 bridge-side): actors, levels, materials, Blueprints, sequencer, rendering, asset import, editor Python. Native C++ plugin + thin Python bridge, ~50ms round-trips. MIT.
      100
      9
      MIT

    TDQS

    B3.3/5.0

    Scored across 57 tools

    Disambiguation3/5

    Most tools have distinct purposes and the descriptions clarify live-editor versus file-based contexts. However, several pairs overlap in practice: editor_find_actors vs scene_find_actor, editor_scene_graph vs scene_outline, and editor_compile vs build_compile_scripts vs build_check_scripts. editor_job_start also duplicates blocking editor operations, so the large surface creates real selection ambiguity.

    Naming Consistency4/5

    Names are consistently snake_case and grouped by clear functional prefixes such as editor_, content_, scene_, build_, logs_, project_, and job_. Within those prefixes some names are noun-first (editor_actor_details, editor_scene_graph, editor_play_mode) while others are verb-first (editor_find_actors, editor_create_actor), so it is not a pure verb_noun convention, but it remains predictable.

    Tool Count1/5

    With 57 tools, the surface is far beyond the typical well-scoped range and well past the 25+ threshold for being heavy. Even though the tools are grouped into coherent domains, the sheer count makes reliable tool selection difficult for an agent.

    Completeness4/5

    Coverage is broad: project metadata, scene inspection, live actor manipulation, materials, builds, logs, screenshots, play mode, events, and jobs are all represented. Notable gaps remain around asset lifecycle operations (delete/rename/import), broader component creation beyond BoxCollider/StaticModel, script removal, and prefab creation, though generic member access and game commands provide workarounds.

    Maintenance

    ActivityActive
    ResponsivenessResponsive