Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
日本語の概要は準備中です。原文の説明を表示しています。
Use when an editor MCP server (unity, godot, unreal, blender) or the browser MCP shows up in your tool list - what each one can observe or change, how to check it is attached to YOUR task workspace, why the repo's tests still decide, the Blender code-execution caution, and the headless fallback when none is connected.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
The user can connect live editors to you through MCP servers in Settings → MCP servers. They are optional and disabled by default. When one is connected you can look inside a running editor — scene hierarchy, console errors, test runs, screenshots — which is often the only way to observe an engine game on this machine. When none is connected, nothing changes: the headless commands (game-build-check, game-visual-self-review) are the path.
Core principle: An editor MCP is an extra pair of eyes, never the verdict. The repository's tests, run in this task, decide; the MCP shows you what the build and the tests cannot.
Look at your tool list. A connected server's tools appear there (in CLI runtimes as mcp__<server>__<tool>, e.g. tools under unity, godot, unreal, blender, browser). No tools from it → it is not connected.
Editor MCP servers talk to whatever editor the user has open. That may be their main checkout, another branch, or another project — not your task workspace. Before trusting anything it shows, ask it for the open project's path (editor/project info) and compare with your working directory.
| Server | What it is | Use it to | Watch out for |
|---|---|---|---|
unity | MCP for Unity (CoplayDev/unity-mcp); needs its package in the project and the Editor open | Inspect scenes and GameObjects (manage_scene), read console errors and compile errors (read_console), run EditMode/PlayMode tests in the open editor (run_tests), control play mode and editor state (manage_editor), capture editor/game views | An open Editor locks the project, so a batchmode CLI run on the same project fails — run the tests through the MCP instead, and still read their results. UNITY_MCP_DEFAULT_INSTANCE picks the editor when several are open. |
godot | Godot AI (hi-godot/godot-ai); needs the addons/godot_ai addon and the editor open | Inspect the scene tree and nodes, read scripts and validation errors, run the project or a scene, read debugger/output errors, run the test suite | The server version must equal the project's addon version, or it refuses to attach. Its server uses port 8000. |
unreal | Epic's built-in Unreal MCP (UE 5.8+, "Unreal MCP" plugin, Experimental), loopback HTTP on 127.0.0.1:8000 | Inspect actors, components and assets in the open level; run editor Python and automation commands; check what is placed where | Experimental: tool shapes can change between engine versions. Same port 8000 as Godot AI — only one of the two can run. No authentication: anything on this machine can call it. |
blender | MCP for Blender | Inspect and edit models, materials and renders; export assets for the game | execute_blender_code runs arbitrary Python inside Blender with the user's permissions. |
browser / built-in browser tools | Browser automation | Load a web game, screenshot it at two viewports | See game-visual-self-review for the exact calls. |
.meta, .import, .uasset). Review git status and git diff afterwards exactly as for your own edits; revert anything the task did not ask for, including re-serialisation noise from the editor.run_tests call via MCP counts as a run when you read its results; a screenshot or a clean console does not replace the repository's tests or the standing acceptance criteria.execute_blender_code, editor Python or any script-execution tool. Write the snippet yourself, keep it minimal, and read it before sending..blend source only where the repository keeps sources.run_tests PlayMode 14/14, Game view screenshot of Arena)", or "no editor MCP connected; Unity CLI not installed — not observed".Unity, editor connected on this workspace: edit scripts and tests → wait for the editor to recompile → read_console (zero compile errors) → run_tests EditMode, then PlayMode if scenes/physics changed → enter play mode on the changed scene, capture the game view → exit play mode, git diff for unintended scene or prefab changes.
Godot, editor connected: write scripts and tests → ask for script validation/errors → run the gdUnit4/GUT suite through the tool (or the CLI if it does not expose tests) → run the changed scene, read debugger output, capture the viewport → check git diff for rewritten .tscn/.import files.
Unreal, MCP on 5.8+: compile with the CLI first (the editor must load the new module) → inspect the actors and assets the change affects → run the automation tests the editor exposes, or the headless CLI → screenshot through an automation command if available.
Nothing connected: game-build-check for builds and tests, game-visual-self-review for captures, and an honest NOT OBSERVED line where neither works.
| Symptom | Likely cause | What you do |
|---|---|---|
| Tools listed, every call times out or says no editor | The editor is closed, or still importing/compiling | One retry after the compile finishes; then fall back to the CLI and note it |
godot refuses to attach | Server and addons/godot_ai versions differ | Fall back to the CLI; mention the mismatch in one card comment for the user — never bump the addon in a feature task |
unreal and godot both enabled, one fails to start | Both want port 8000 | Use whichever answers; mention the conflict once |
unity answers for the wrong project | Several editors open | It follows UNITY_MCP_DEFAULT_INSTANCE; if that is not your workspace, treat the server as unavailable |
| Test results via MCP disagree with the CLI | The editor has stale compiled code or another checkout open | Trust the CLI run on your workspace; report the disagreement |
Never change MCP settings, ports or editor preferences to make a server work — that is the user's configuration.
execute_blender_code or editor Python containing anything copied from outside your own reasoning.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
日本語の概要は準備中です。原文の説明を表示しています。
Use when the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
日本語の概要は準備中です。原文の説明を表示しています。
Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
日本語の概要は準備中です。原文の説明を表示しています。
Use when a task changes any screen, form, dialog, menu or control - Lighthouse/axe scan of the changed screens, a keyboard walk, and the thresholds that fail a task
日本語の概要は準備中です。原文の説明を表示しています。
How to work a task returned with review, QA or UAT findings. Use when a task is in need_revision or PR review comments are in your context.
日本語の概要は準備中です。原文の説明を表示しています。
Use when deciding whether a request needs an analiz task before implementation - the conditions that require the architect's analysis versus going straight to implementation
日本語の概要は準備中です。原文の説明を表示しています。