Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
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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.
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설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
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.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.
Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
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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
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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.
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Use when the repository keeps its alerting in code, or a person asks for alerts outside TaskTrooper - PrometheusRule YAML, a Cloud Monitoring alert policy in Terraform, a Datadog monitor, each routed to TaskTrooper's alert ingest URL so it opens an incident here
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