Labsco
MCP SERVER

Gamedev All-in-One MCP

by dmae97

One server that drives Roblox Studio, Unity, Unreal and Blender at once — create the object in one engine, then replicate it in the others without switching tools.

3D, CAD & Game Engines
Summary
Four engines, one vocabulary.

The physics tools are deliberately parallel across engines — gravity, rigid bodies, constraints, raycast and force appear in the same shape for all four — which is what makes "build it here, replicate it there" a single request rather than four translations. It is alpha and AGPL-3.0, both worth knowing before it goes near a commercial project.

What it is

An MCP server with four engine connectors behind it, each talking to a plugin running inside the editor: a Luau plugin for Roblox over HTTP, a C# EditorWindow for Unity, a C++ plugin for Unreal, and a Python addon for Blender, all over TCP. The connectors auto-reconnect, and a dashboard on port 3100 shows what is currently attached.

What you get
  • Foundation — `project_init`, `inspect_project`, `doctor` to validate the environment and connectors, `list_capabilities` for tools and connector status
  • Roblox, 20 tools — `roblox_run_code`, `roblox_create_workspace_part`, script work with `roblox_get_script_source`, `roblox_set_script_source`, `roblox_edit_script_lines` and `roblox_grep_scripts`, instance CRUD with `roblox_create_instance`, `roblox_delete_instance`, `roblox_set_property`, `roblox_clone_instance`, `roblox_reparent_instance`, and queries via `roblox_search_instances` and `roblox_get_file_tree`
  • Unity, 15 tools — `unity_get_hierarchy`, `unity_create_gameobject`, `unity_add_component`, `unity_set_component_property`, `unity_set_transform`, `unity_play_mode`, `unity_execute_menu_item` and the rest
  • Unreal, 15 tools — `unreal_get_world_outliner`, `unreal_spawn_actor`, `unreal_set_actor_transform`, `unreal_get_blueprint`, `unreal_run_python`, `unreal_play_mode`, `unreal_get_viewport_screenshot`
  • Blender, 13 tools — `blender_get_scene`, `blender_create_object`, `blender_set_material`, `blender_set_transform`, `blender_run_python`, `blender_export`
  • Physics in every engine, with the same shape each time: gravity, rigid bodies, constraints, raycasting and applied force — `unity_apply_force`, `unreal_raycast`, `blender_bake_physics`, `roblox_simulate_physics` and their siblings
  • 67 tools in total across 12 modules, plus a web dashboard with real-time SSE monitoring
Requirements

No account and no key, but each engine needs its plugin installed and its editor open — the server talks to a live editor, not to project files. Node.js 20+; clone the repository, `npm install`, `npm run build`, then point the client at `dist/index.js`. Ports are fixed per engine: Roblox on 3002, Unity on 7890, Unreal on 55557, Blender on 9876, and the dashboard on 3100. Run the environment check first if a connector is silent. Package `gamedev-all-in-one` at 0.1.0, AGPL-3.0, and the project marks itself alpha.