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Releases: lorenzo-cambiaghi/AkerMCP

AkerMCP v1.4.0

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@lorenzo-cambiaghi lorenzo-cambiaghi released this 27 Jun 09:29

AkerMCP v1.4.0 - AI-authored 2D placeholders + scene authoring

?? Plugin redeploy required: the IPC protocol moved to 1.5.0. Update the engine
plugin (Unity package / Godot addon / Stride adapter) along with the server.

Highlights

  • create_sprite - AI-authored 2D vector placeholders, rasterized server-side.
    The AI emits a flat-geometric shape-spec (JSON: ellipses, rects, polygons, lines,
    SVG-subset paths, gradients); the server rasterizes it to an RGBA PNG (pure-managed
    ImageSharp.Drawing) and imports it as a real sprite. Engine-agnostic - the engine
    receives a ready raster, so it works regardless of its own vector support. Unity & Godot
    import + place the sprite; Stride persists a real .sdtex texture asset (verified
    live in Game Studio).

  • End-to-end scene authoring. new_scene / open_scene / save_scene (Unity, Godot,
    Stride) and write_script (writes a source file into the project, resolved engine-side)
    let an AI build a 2D prototype - art, scene and gameplay code - from a single prompt.

  • focus_window. Bring any window on the machine to the foreground (restoring it if
    minimized), matched by a title substring.

  • More reliable screenshots. take_screenshot now falls back to OS-level window
    capture on any internal capture failure (not only NOT_SUPPORTED), making it robust on
    Stride, whose embedded editor game only renders on demand.

Other changes

  • IPC protocol 1.5.0 (adds the IpcRequest.Binary inbound channel + the new methods).
  • New optional adapter capabilities: ISpriteImporter, ISceneManager.
  • Hardening: rasterizer guards against OOM on large targets and tolerates float dimensions.
  • README refreshed; full feature parity continues across Unity, Godot, and Stride.

See the Quick Start for setup instructions.

AkerMCP v1.3.1

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@lorenzo-cambiaghi lorenzo-cambiaghi released this 24 Jun 06:15

Changes since v1.3.0

  • fix(release): correct tar -C path so the Stride source zip builds on Windows
  • feat(stride): binary drop-in install via per-launch startup hook
  • docs: refresh README - 20+ tools and engine-neutral wording

See the Quick Start for setup instructions.

AkerMCP v1.3.0

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@lorenzo-cambiaghi lorenzo-cambiaghi released this 23 Jun 19:33

Changes since v1.2.0

  • chore: add Unity .meta for UnityBuildManager.cs (stable asset GUID)
  • docs: scale Stride demo image to 1024px wide (match the Unity demo)
  • docs: use full Game Studio screenshot for the Stride demo
  • docs: add Stride sphere-ring demo screenshot (same workflow as Unity)
  • docs: replace ASCII-art header with the AkerMCP logo image
  • refactor: flatten plugin folders to plugins// for consistency
  • docs+build: document new tools and ship Stride adapter source artifact
  • docs: emphasize equal multi-engine support (Unity/Godot/Stride) + no-limits Roslyn
  • feat: expose OS window capture as list_windows + capture_window tools
  • feat: Stride adapter - real Scene-view screenshot via IScreenCapture
  • feat: Stride adapter - IBuildManager (platform/build); full parity
  • feat: Stride adapter - call_method, compilation support, editor context (parity)
  • feat: Stride adapter - nested struct members in set_property
  • feat: Stride adapter - execute (Roslyn) + complete tool set
  • feat: Stride adapter - create/delete entities via Quantum (undoable)
  • feat: Stride adapter M3 - undoable set_property via Quantum
  • feat: Stride adapter M2 - live read-only scene hierarchy
  • chore: setup-stride.ps1 - build + deploy Stride plugin into Game Studio's AkerMcpPlugins
  • feat: Stride adapter - M1 walking skeleton
  • feat: engine-neutral platform/build tools (IBuildManager)

See the Quick Start for setup instructions.

AkerMCP v1.2.0

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@lorenzo-cambiaghi lorenzo-cambiaghi released this 23 Jun 07:24

Changes since v1.1.0

  • fix: platform-aware SceneView readback orientation
  • fix: force synchronous SceneView repaint before GrabPixels capture
  • feat: scene-view gizmo capture + execute globals/using fixes

See the Quick Start for setup instructions.

AkerMCP v1.1.0

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@lorenzo-cambiaghi lorenzo-cambiaghi released this 17 Jun 12:16

AkerMCP v1.1.0 - Godot support

AkerMCP now speaks Godot 4.x in addition to Unity. The same 14 reflection-based MCP tools (inspect, set_property, execute, take_screenshot, ...) now work inside the Godot editor through a dedicated adapter - no server changes, no per-engine tool definitions.

New: Godot 4.x (.NET/C#) adapter

  • Full parity with the Unity adapter: scene-graph traversal, property/method reflection, node create/delete, query, selection, editor context, Roslyn execute, and editor-viewport screenshots.
  • Drop-in addon: download AkerMcp.Godot-addon.zip, extract into your project's addons/, add the AkerMcp core via NuGet/ProjectReference (see README), then enable the plugin.
  • Godot specifics handled automatically: single-thread main-loop dispatch, case-insensitive property paths (position.x -> Position.X), value-type converters (Vector3, Color, Rect2, Aabb, ...), and dotnet build compile diagnostics.

Repository restructure

  • Engine adapters are now standalone plugins under plugins/unity/ and plugins/godot/, with thin sample projects under samples/ that link them via a junction (setup-samples script). One canonical copy per adapter - no more plugin buried inside a host project.

Release artifacts (now 5)

  • AkerMCP.unitypackage - Unity plugin
  • AkerMcp.Godot-addon.zip - Godot addon (new)
  • AkerMcp.Server-win-x64.zip, AkerMcp.Server-osx-x64.zip, AkerMcp.Server-linux-x64.zip - standalone MCP server

Upgrading

  • Unity users: no action required - the Unity plugin is functionally unchanged. Re-import the new .unitypackage only if you want to stay current.
  • Godot users: grab AkerMcp.Godot-addon.zip and follow the Godot setup in the README.

Full changelog: v1.0.0...v1.1.0

AkerMCP v1.0.0

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@lorenzo-cambiaghi lorenzo-cambiaghi released this 12 Jun 05:26

First versioned release. Binaries are now distributed here instead of the repository tree.

Assets

  • AkerMCP.unitypackage - Unity plugin (import into your project, includes all dependencies and Roslyn compilers)
  • AkerMcp.Server-win-x64.zip / -osx-x64.zip / -linux-x64.zip - standalone self-contained MCP server, no .NET SDK required

See the Quick Start for setup instructions.

Highlights since the last package

  • Multi-client named pipe: several MCP servers (e.g. Claude Code + a second client) can connect to the same Unity editor simultaneously
  • Long-running tool calls (execute with high timeout_ms) no longer dropped by the heartbeat
  • refresh_scripts survives the Unity domain reload and reports the compile result reliably
  • delete honors recursive:false by re-parenting children
  • execute captures Debug.Log output into the result
  • JSON-RPC protocol compliance fixes (MethodNotFound, protocol version negotiation)