windows-computer-use-mcp
Enables Claude to fully control a Windows desktop with native screen capture, low-level input injection, game-grade input, and play-testing capabilities.
README
windows-computer-use-mcp
<p align="center"> <img src="docs/unreal-playtest.gif" width="820" alt="Claude play-testing an Unreal Engine project — entering Play-In-Editor and running up a ramp, driven through the MCP, with the full editor (toolbar, viewport, Outliner) visible the whole time"> </p>
<p align="center"><em>Claude play-testing a live <strong>Unreal Engine</strong> project — entering Play-In-Editor and running up a ramp, driven entirely through this MCP. The full editor stays on screen, so you can see it really is the desktop app.</em></p>
<details> <summary><strong>How that clip was made</strong> — one <code>play</code> call</summary>
A timed input script run at a cadence while the window is recorded (mouse-look is relative, keys are hardware scan codes, so the game responds). The raw input was exactly:
play(
target="window:MyProject - Unreal Editor",
script="""
lmb 557 460
wait 0.4
look 150 0
wait 0.15
look 150 0
wait 0.2
down w
wait 1.7
tap space
wait 0.7
up w
wait 0.4
""",
)
That is: click the viewport to capture the mouse (lmb), turn to face the ramp (look, relative pixels), run forward up it (down w … up w), and jump at the top (tap space).
</details>
A Model Context Protocol server that gives a Claude agent full control of the local Windows desktop — native screen capture, low-level input injection, video recording, and a play-test loop for driving games and apps.
Unlike Anthropic's sandboxed computer-use tool, this runs on the machine it controls: it
reads the actual current displays (no resolution requests), is multi-monitor and per-monitor
DPI aware, and injects input via SendInput scan codes so it works in games that ignore
synthetic virtual-key events. Built for full Claude control — no security gating.
Why this exists
Anthropic's official computer use in the Claude Code CLI
is a macOS-only research preview — Pro/Max only, interactive sessions only (not available with
the -p flag). The cross-platform alternative is the Claude Desktop app. There is no official,
non-Desktop computer-use for Windows: nothing you can drive headlessly from claude -p, from the
API, or wire into an agent over MCP.
This server fills that gap. It's a standard MCP server, so it works on Windows in Claude Code
(interactive and -p), in Claude Desktop, or from any MCP client / custom agent — with no plan
gating — and it's tuned for what a Windows agent actually needs that the sandboxed cloud tool can't
do: real multi-monitor capture, per-window GPU capture, game-grade input, and play-testing.
Tools
| Tool | What it does |
|---|---|
screenshot |
See the screen: whole desktop, a display:N, a window (even occluded/DirectX via PrintWindow), or a region. Downscaled inline image + a coordinate frame for clicks. |
act |
Do input, batched: left_click, type, key, scroll, drag, hold_key, paste, click_element (UIA, no pixels), mouse_move_relative (game look), … Coordinates are in the last screenshot's image space; the server maps them to physical pixels. |
record |
Record N seconds → a single timestamped frame montage (not N images) + an mp4. Judge motion/animation/stutter. |
play |
Drive a timed input script at a cadence while recording (scan codes + relative mouse). probe/until read telemetry per sample and stop early — the closed loop for play-testing. |
window |
Find / focus / close / read (get_text via UI Automation + OCR) / click_element controls with no screenshot — token-cheap. |
process |
Launch (incl. shell:true for URLs / ms-settings: / Store apps), kill, wait, run a shell command (real stdout), and wait on readiness (wait_for_window, wait_for_file). |
system |
Monitor layout + DPI/scale, cursor position, clipboard get/set, and viewport management. |
Coordinates & multi-monitor
Coordinates are physical pixels in virtual-desktop space (primary monitor's top-left is (0,0);
monitors to the left/above are negative). You click in the image space of the last
screenshot; the server maps that back to physical pixels (handling downscale, per-monitor
offset, and DPI). Every screenshot returns a capture_id; act errors loudly if you click
against a stale frame instead of mis-clicking. Use system displays to see the layout, then
target a specific monitor with display:0 / display:primary|left|right.
Install
As a Claude Code / Desktop plugin (recommended)
/plugin marketplace add sshh12/claude-plugins
/plugin install windows-computer-use@shrivu-plugins
The plugin bootstraps a Python virtual environment and installs this package from GitHub on first run, then starts the MCP server automatically.
Standalone (project-local MCP)
Requires Python 3.10+ and (for video) ffmpeg on PATH.
pip install git+https://github.com/sshh12/windows-computer-use-mcp
Then add to your MCP client config (e.g. a project .mcp.json):
{
"mcpServers": {
"windows-computer-use": {
"command": "python",
"args": ["-m", "windows_computer_use"]
}
}
}
Development
python -m venv .venv
.venv\Scripts\python.exe -m pip install -e .
.venv\Scripts\python.exe tests\smoke_engine.py # capture/input/display engine
.venv\Scripts\python.exe tests\smoke_server.py # assembled MCP tool surface
MCP_OUTPUT_DIR overrides where screenshots/video are written (default: a client root →
~/Pictures/windows-computer-use → %TEMP%).
Debugging
Set WCU_DEBUG_HTML_DIR to a directory and the server writes a per-session
session_<stamp>.html that pretty-prints every tool call — arguments, result text, and the
returned screenshots inline — so you can replay exactly what the agent saw and did:
<img src="https://github.com/user-attachments/assets/4395906b-cfe2-4e25-b560-261a9ebc782d" width="820" alt="Per-session debug HTML dump showing tool calls, arguments, results, and inline screenshots">
License
MIT
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