Server profile

MCP Unity Editor

Connect AI assistants to Unity Editor through a Unity package and Node.js MCP bridge. Manage scenes, GameObjects, materials, packages, tests, and console logs, with resources and guided workflow prompts.

Server facts

MCP Unity Editor

Project

License
MIT
Category
Games & 3D

Tech

Runtime / language
c#C# and TypeScript
Transports
stdio
Remote available
No
Authentication
Not specified

Activity

GitHub stars
1,935
Last commit
Data as of

Tags

  • Editor Automation
  • Game Development
  • Scene Management
  • Test Runner
  • Unity

Overview

MCP Unity Editor connects AI development assistants to operations inside Unity projects. A Unity package communicates with a Node.js MCP server, allowing clients to work with scenes, GameObjects, components, materials, and assets. The toolset includes creating and saving scenes, duplicating or reparenting objects, changing transforms, and modifying component fields. It also supports package installation, script recompilation, console inspection, and Unity Test Runner execution. Batch operations can combine multiple tool requests with optional rollback behavior, reducing the need for separate calls during repetitive editing.

The integration supplies more than tools. Resources expose scene hierarchy, menu items, packages, assets, logs, and tests, while prompts guide GameObject workflows and dashboard access. A Unity dashboard MCP App is available in supported VS Code versions, and play-mode tools can start, pause, stop, or step the editor. Requirements include Unity 6 or later and Node.js 18 or later; npm 9 or later is listed for debugging. Installation uses Unity Package Manager with the repository's Git URL, followed by configuration in the MCP Unity server window. Global client configuration uses absolute paths, while project configuration uses relative paths intended for team sharing. The supplied README excerpt ends during that setup sequence, so it does not provide the final server launch command despite documenting installation and configuration concepts.

Install & configure

Requirements

  • Unity 6+
  • Node.js 18+
  • The MCP Unity package installed through Unity Package Manager
  • An MCP-compatible client

No install command stated in the README — see repo.

A final runnable server launch command is not stated in the provided README excerpt. Install the package from https://github.com/CoderGamester/mcp-unity.git, then use Tools > MCP Unity > Server Window for client configuration. npm 9+ is listed for debugging.

Config file · macOS: ~/Library/Application Support/Claude/claude_desktop_config.json

Windows: %APPDATA%\Claude\claude_desktop_config.json

Use Settings → Developer → Edit Config when available. Do not assume a Linux configuration path; check the client documentation for your platform. Remote servers use the app’s connector flow when supported, not the local stdio file shown here. Merge this example with existing settings; do not overwrite unrelated servers.

No install command stated in the README — see repo. Check the client documentation for a supported connection method.

Read the Claude Desktop setup guide

Config file · Project: .cursor/mcp.json

User: ~/.cursor/mcp.json

The project path is relative to the workspace root. The tilde denotes your user home directory. Use Cursor’s MCP settings to confirm which configuration and scope your installed version is reading. Merge this example with existing settings; do not overwrite unrelated servers.

No install command stated in the README — see repo. Check the client documentation for a supported connection method.

Read the Cursor setup guide

Config file · Workspace: .vscode/mcp.json

For user scope, use the “MCP: Open User Configuration” command if available. Do not guess a user configuration path across operating systems, profiles, containers, or remote workspaces; check the client documentation. Merge this example with existing settings; do not overwrite unrelated servers.

No install command stated in the README — see repo. Check the client documentation for a supported connection method.

Read the VS Code setup guide

Config file · macOS/Linux: ~/.codeium/windsurf/mcp_config.json

Windows: %USERPROFILE%\.codeium\windsurf\mcp_config.json

Open the MCP configuration through Windsurf’s settings when possible to confirm the active file. Paths can differ in managed or future releases; check the client documentation if this location is not present. Merge this example with existing settings; do not overwrite unrelated servers.

No install command stated in the README — see repo. Check the client documentation for a supported connection method.

Read the Windsurf setup guide

Config file · Project scope: .mcp.json at the repository root

The project file uses mcpServers. For user scope, use claude mcp add --scope user rather than assuming .mcp.json in your home directory is the user configuration. Check the client documentation for managed settings and storage details. Merge this example with existing settings; do not overwrite unrelated servers.

No install command stated in the README — see repo. Check the client documentation for a supported connection method.

Read the Claude Code setup guide

Examples are translated from the published configuration. Supply your own credentials and verify requirements in the upstream README. Remote connectors are shown only where a supported configuration format is known.

Tools

Source: repository README. Tool descriptions are a documented snapshot, not a live capability check.

ToolWhat it does
execute_menu_itemInvoke an editor menu action exposed through Unity's MenuItem attribute.
select_gameobjectSelect an object using its hierarchy path or instance identifier.
update_gameobjectChange core object settings, or create the object when it is missing.
update_componentChange component fields or attach a missing component to an object.
add_packageInstall a package through Unity Package Manager.
run_testsExecute tests through Unity Test Runner.
send_console_logWrite a log message into the Unity console.
add_asset_to_scenePlace an AssetDatabase asset into the active scene.
create_prefabCreate a prefab with optional script and serialized field values.
create_sceneCreate a scene asset at a chosen path.
load_sceneOpen a scene by path or name, optionally loading additively.
delete_sceneDelete a scene asset and remove its Build Settings entry.
get_gameobjectInspect an object's details and attached components.
get_console_logsRetrieve editor console output with pagination.
recompile_scriptsTrigger recompilation of project scripts.
save_sceneSave the active scene, optionally to a new location.
get_scene_infoInspect active and loaded scenes, including path and unsaved-change state.
unload_sceneRemove a loaded scene from the hierarchy without deleting its asset.
duplicate_gameobjectCopy an object with optional name and parent changes.
delete_gameobjectRemove an object from a scene.
reparent_gameobjectMove an object under a different hierarchy parent.
move_gameobjectChange an object's position in local or world coordinates.
rotate_gameobjectChange local or world orientation using Euler angles or a quaternion.
scale_gameobjectChange an object's local scale.
set_transformUpdate position, rotation, and scale together.
create_materialCreate and save a material using a specified shader.
assign_materialApply a material to an object's Renderer component.
modify_materialChange an existing material's colors, numeric properties, or textures.
get_material_infoInspect a material's shader and properties.
batch_executeRun multiple operations in one request with optional rollback on failure.
show_unity_dashboardOpen the Unity dashboard MCP App in a supported VS Code client.
get_play_mode_statusInspect whether the Unity editor is playing or paused.
set_play_mode_statusStart, pause, stop, or step Unity's play mode.

Names, permissions, and defaults can change. Check the current upstream documentation before granting access.

Use cases

  • Create scenes, prefabs, and GameObjects from an assistant.
  • Adjust transforms, component fields, and material properties.
  • Run Unity tests and inspect editor console errors.
  • Batch repetitive scene edits with optional rollback.
  • Share project-relative MCP configuration across a development team.

Strengths

  • Provides tools, resources, prompts, and an optional dashboard app.
  • Covers scene editing alongside testing and console inspection.
  • Supports batching and portable project-level configuration.

Limitations

  • Requires Unity 6+ and Node.js 18+.
  • The dashboard MCP App requires VS Code 1.109+ according to the README.
  • A final server launch command is not stated in the supplied README excerpt.

Frequently asked questions

The README specifies Unity 6 or later and Node.js 18 or later, with npm 9 or later for debugging.

Yes. It includes Unity Test Runner access, console-log retrieval, and script recompilation in addition to scene and object tools.

Yes. Project-level configuration uses relative paths and is intended to travel with the project, unlike machine-specific global configuration.

The show_unity_dashboard tool opens an MCP App in VS Code and requires version 1.109 or newer.

Independent listing, not an affiliation or security review. Grant the least access needed and verify the upstream instructions before running code.

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