A plugin adds to what OhMyGame can do. It can add Skills, MCP servers, tools for the agent, commands, panels and new project types. Every plugin is on or off in each project, and it runs only once you’ve allowed what it asks for.
Plugins that come with the app
| Kind | Plugins |
|---|---|
| Engines | Godot, Unity, Unreal Engine, Cocos Creator |
| Platforms | TapTap Maker, WeChat Mini Games, Douyin Mini Games |
| Assets | Blender, Aseprite, Tiled |
| Workflows | Game Studio, Web Game Studio, Three.js World |
Engine plugins use each engine’s own editor and tools, so install the engine first.
The Plugins page
Open Plugins from the main sidebar. It has three tabs:
- Installed: the plugins others made, both the ones that come with the app and the ones you added. They’re grouped into Game creation, Engines & platforms, Art & assets, and Other plugins.
- Discover: plugins from the plugin market, under Featured and On npm.
- Mine: plugins you made or added from this computer, and Create a plugin with AI.
A plugin’s page shows what it does, its Skills and its settings. The Management card has the Every project switch, Disable everywhere, the version and where the plugin came from.
Turning a plugin on
- In every project: use the switch on the plugin’s card. It turns the plugin on in every project it suits.
- In one project: open the project menu and choose Plugins…. Each plugin there has a switch for this project only.
A plugin that only adds Skills asks for nothing, so it’s on everywhere by default. Any other plugin starts off.
What a plugin can ask for
Adding a plugin allows nothing. What it asks for waits until you approve it, either on its page or when you turn it on in a project.
| Permission | What it allows |
|---|---|
| Native code | Running the plugin’s own code on your computer, with no limits |
| Project files | Its panels reading, or also changing, the project’s files |
| Selection | Its panels seeing what’s selected in the project |
| Message box | Its panels filling in the message box |
| Secrets | Its code and MCP servers receiving the secret settings you save |
| Network host | Its MCP servers reaching a named host |
| Process | Its MCP servers starting a named command |
A plugin with native code isn’t sandboxed: it can read and write anything you can. Treat it like an app you install, and add it only from a source you trust.
Adding a plugin
On the Plugins page, choose Add plugin…. You can add from:
- npm: a package named
@publisher/name, optionally with@version. OhMyGame checks the download against the registry’s SHA-512 checksum. You can use npm, npmmirror or another public registry. - GitHub: a public repository’s URL, optionally with
/tree/<branch or tag>, with the plugin at its top. It’s pinned to the exact commit. - This computer: a folder or a
.tgzfile.
OhMyGame reads the package without running anything in it. It shows you what the plugin does before you add it.
Updates and removal
Nothing updates by itself. When a newer version exists, the plugin says Update available, and the update opens the same review. That review marks anything new the plugin asks for. A project that names a version keeps that version until you move it.
Disable everywhere stops a plugin in every project. Uninstalling removes it. Files the plugin left in your projects are listed and left in place.