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2 months ago
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Documentation & install
Readme and setup notes from the catalogue, plus a client-ready config you can copy for your MCP host.
Unity MCP is an AI-powered bridge that lets you connect language models to Unity for in-editor and runtime AI-assisted development. It enables you to run AI agents, generate code, debug, and control Unity workflows directly from your MCP client, with flexible deployment options for local and remote setups.
How to use
To use Unity MCP, install the plugin, choose an MCP client, and configure the connection. You can run the MCP server locally or host it remotely, then connect your MCP client to the server endpoint. Once connected, you can issue natural language commands to perform Unity operations, generate code, create assets, modify scenes, and debug in real time. In runtime usage, you can run AI-powered logic inside your compiled game to drive NPC behavior or automate gameplay scenarios.
How to install
Prerequisites: ensure you have a Unity project and a supported MCP client ready. You may also run the server in a container or as a binary. Follow these concrete steps to get started.
Step 1: Install Unity MCP Plugin
- Option A: Import the installer package into your Unity project
- Option B: Install via OpenUPM if you prefer package management
Step 2: Install MCP Client
- Select one client to use as the chat interface with the LLM (Claude Code, Claude Desktop, Cursor, Windsurf, etc.)
Step 3: Configure MCP Client
- In Unity, open Window/AI Game Developer — MCP
- Click Configure and connect to the MCP server endpoint
Optionally you can run the MCP server in a Docker container or as a standalone binary. Use the commands shown in the server setup section to connect your client to the server.
Additional sections
Configuration, security, and troubleshooting notes follow to help you run Unity MCP reliably across environments. This includes environment variables, port configuration, and transport choices for local or cloud deployments.
Available tools
assets-copy
Copy the asset at path and stores it at newPath
assets-create-folder
Creates a new folder in the specified parent folder
assets-delete
Delete the assets at paths from the project
assets-find
Search the asset database using the search filter string
assets-find-built-in
Search the built-in assets of the Unity Editor
assets-get-data
Get asset data from the asset file including all serializable fields and properties
assets-material-create
Create new material asset with default parameters
assets-modify
Modify asset file in the project
assets-move
Move the assets at paths in the project (also used for rename)
assets-prefab-close
Close currently opened prefab
assets-prefab-create
Create a prefab from a GameObject in the current active scene
assets-prefab-instantiate
Instantiates prefab in the current active scene
assets-prefab-open
Open prefab edit mode for a specific GameObject
assets-prefab-save
Save a prefab in prefab editing mode
assets-refresh
Refreshes the AssetDatabase
assets-shader-list-all
List all available shaders in the project assets and packages
package-add
Install a package from the Unity Package Manager registry, Git URL, or local path
package-list
List all packages installed in the Unity project (UPM packages)
package-remove
Remove (uninstall) a package from the Unity project
package-search
Search for packages in both Unity Package Manager registry and installed packages
gameobject-component-add
Add Component to GameObject
gameobject-component-destroy
Destroy one or many components from target GameObject
gameobject-component-get
Get detailed information about a specific Component on a GameObject
gameobject-component-list-all
List C# class names extended from UnityEngine.Component
gameobject-component-modify
Modify a specific Component on a GameObject
gameobject-create
Create a new GameObject in opened Prefab or in a Scene
gameobject-destroy
Destroy GameObject and all nested GameObjects recursively
gameobject-duplicate
Duplicate GameObjects in opened Prefab or in a Scene
gameobject-find
Finds specific GameObject by provided information
gameobject-modify
Modify GameObjects and/or attached component's fields and properties
gameobject-set-parent
Set parent GameObject to list of GameObjects
object-get-data
Get data of the specified Unity Object
object-modify
Modify the specified Unity Object
scene-create
Create new scene in the project assets
scene-get-data
Retrieves the list of root GameObjects in the specified scene
scene-list-opened
Returns the list of currently opened scenes in Unity Editor
scene-open
Open scene from the project asset file
scene-save
Save opened scene to the asset file
scene-set-active
Set the specified opened scene as the active scene
scene-unload
Unload scene from the opened scenes in Unity Editor
screenshot-camera
Captures a screenshot from a camera and returns it as an image
screenshot-game-view
Captures a screenshot from the Unity Editor Game View
screenshot-scene-view
Captures a screenshot from the Unity Editor Scene View
console-get-logs
Retrieves Unity Editor logs with filtering options
editor-application-get-state
Returns information about the Unity Editor application state (playmode, paused, compilation)
editor-application-set-state
Control the Unity Editor application state (start/stop/pause playmode)
editor-selection-get
Get information about the current Selection in the Unity Editor
editor-selection-set
Set the current Selection in the Unity Editor
reflection-method-call
Call any C# method with input parameters and return results
reflection-method-find
Find method in the project using C# Reflection (even private methods)
script-delete
Delete the script file(s)
script-execute
Compiles and executes C# code dynamically using Roslyn
script-read
Reads the content of a script file
script-update-or-create
Updates or creates script file with the provided C# code
tests-run
Execute Unity tests (EditMode/PlayMode) with filtering and detailed results
animations
Animation tooling and control within Unity
particles
Particle system tooling and manipulation
probuilder
ProBuilder tooling for geometry and level design