Install the public Gamibase CLI, then bind one project at a time.
The Windows public entrypoint is a machine install. It lays down the CLI and MCP runtime, discovers optional host targets, and reports explicit deferred or blocked states instead of guessing. After that, bind each Unreal project explicitly with gamibase init.
The website now hosts the fallback bootstrap script and public release manifest directly, so the PowerShell install path is a real surface rather than a placeholder command.
Install once per machine
Use winget first when it is available. Keep the hosted PowerShell bootstrap as the explicit Windows fallback.
Verify and inspect blocked state
Run version and install-status after install. Deferred or blocked optional surfaces are a valid fail-closed outcome, not a silent partial success.
Bind each project explicitly
Use gamibase init only after the machine runtime is installed. That bind step is per project and writes local MCP client config for that workspace only.
Install, verify, inspect state, then bind.
These four commands cover the public Windows onboarding path without forcing repo-local MCP knowledge. The install lane is machine-wide. The bind lane is per project.
> winget install Gamibase.Gamibase> powershell -NoProfile -ExecutionPolicy Bypass -Command "irm https://gamibase.ai/install.ps1 | iex"> gamibase version --jsongamibase install-status --json is the compact operator check for optional surfaces. If VSCode or the UE plugin land in deferred or blocked, that means Gamibase detected the host state and failed closed instead of silently mutating the wrong target.
What the public install lane does
- Installs gamibase.exe and mcp-stdio-runtime.exe onto the Windows machine.
- May install or upgrade the VSCode extension when VSCode is present.
- May install or upgrade the UE plugin when a writable compatible target exists.
- Does not wire every Unreal project on the machine to MCP automatically.
What gamibase init does
- Targets one Unreal project root at a time.
- Writes project-local .codex/config.toml and .mcp.json for that workspace.
- Points that project at the already-installed mcp-stdio-runtime.exe.
- Does not reinstall the machine runtime or create global MCP registrations.
Bind the installed runtime to one Unreal workspace.
Run this once for each project that should expose project-local MCP config to Codex or Claude.
> gamibase init --project-root "E:\Projects\MyGame" --json