I built OpenClaw plugins for the three major game engines. The AI agent controls the editor directly through native APIs: creating objects, modifying scenes, simulating input, running play mode.
Instead of copy-pasting code from ChatGPT, you tell the agent "place 3 enemy spawners near the bridge" and it actually does it in the editor.
- Unity Plugin (~100 tools): GameObject/Component manipulation, Play mode, input simulation
- Godot Plugin (30 tools): Scene/node management, resources, editor control
- Unreal Plugin (40+ tools): Actors, components, blueprints, level management
How it works:
- Install via each engine's package manager (UPM, AssetLib, Marketplace)
- Plugin runs an HTTP server inside the editor
- OpenClaw connects and exposes editor operations as agent tools
- Works in Editor mode too — no need to enter Play mode
All Apache 2.0. Solo dev.
- Unity: https://github.com/TomLeeLive/openclaw-unity-plugin
- Godot: https://github.com/TomLeeLive/openclaw-godot-plugin
- Unreal: https://github.com/TomLeeLive/openclaw-unreal-plugin
Game dev AI personas also available: https://clawsouls.ai/souls
The key insight: instead of generating code for you to paste, the agent directly manipulates the editor through HTTP polling. This means it can:
- Create/modify/delete objects in the scene - Simulate keyboard and mouse input during play mode - Take screenshots and inspect the scene tree - Work in Editor mode without entering Play
Unity has ~100 tools, Godot 30, Unreal 40+. All Apache 2.0.
The plugins also work with game dev AI personas from https://clawsouls.ai/souls (gamedev-mentor, game-designer, etc.)
Happy to answer questions about the architecture or specific use cases.