Releases: lorenzo-cambiaghi/AkerMCP
Release list
AkerMCP v1.4.0
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.sdtextexture asset (verified
live in Game Studio). -
End-to-end scene authoring.
new_scene/open_scene/save_scene(Unity, Godot,
Stride) andwrite_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_screenshotnow 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.Binaryinbound 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
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
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
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
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'saddons/, 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, ...), anddotnet buildcompile diagnostics.
Repository restructure
- Engine adapters are now standalone plugins under
plugins/unity/andplugins/godot/, with thin sample projects undersamples/that link them via a junction (setup-samplesscript). One canonical copy per adapter - no more plugin buried inside a host project.
Release artifacts (now 5)
AkerMCP.unitypackage- Unity pluginAkerMcp.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
.unitypackageonly if you want to stay current. - Godot users: grab
AkerMcp.Godot-addon.zipand follow the Godot setup in the README.
Full changelog: v1.0.0...v1.1.0
AkerMCP v1.0.0
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)