2025-10-11 16:01:51 +08:00
# Adding Custom Tools to MCP for Unity
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
MCP for Unity supports auto-discovery of custom tools using decorators (Python) and attributes (C#). This allows you to easily extend the MCP server with your own tools.
2025-10-04 06:53:09 +08:00
Be sure to review the developer README first:
| [English ](README-DEV.md ) | [简体中文 ](README-DEV-zh.md ) |
|---------------------------|------------------------------|
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
---
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
# Part 1: How to Use (Quick Start Guide)
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
This section shows you how to add custom tools to your Unity project.
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
## Step 1: Create a PythonToolsAsset
First, create a ScriptableObject to manage your Python tools:
1. In Unity, right-click in the Project window
2. Select **Assets > Create > MCP For Unity > Python Tools**
3. Name it (e.g., `MyPythonTools` )
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Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
## Step 2: Create Your Python Tool File
Create a Python file **anywhere in your Unity project** . For example, `Assets/Editor/MyTools/my_custom_tool.py` :
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```python
from typing import Annotated, Any
Move Get commands to editor resources + Run Python tests every update (#368)
* Add a function to reload the domain
Closes #357
* feat: restructure server instructions into workflow-focused format
- Reorganized instructions from flat bullet list into categorized workflow sections
- Emphasized critical script management workflow with numbered steps
- Improved readability and scannability for AI agents using the MCP server
It doesn't make sense to repeat the fucnction tools, they're already parsed
* docs: reorder tool list alphabetically in README + add reload_domain tool
* feat: add Unity editor state and project info resources
- Implemented resources for querying active tool, editor state, prefab stage, selection, and open windows
- Added project configuration resources for layers and project metadata
- Organized new resources into Editor and Project namespaces for better structure
* feat: clarify script management workflow in system prompt
- Expanded guidance to include scripts created by any tool, not just manage_script
- Added "etc" to tools examples for better clarity
* refactor: remove reload_domain tool and update script management workflow
- Removed reload_domain tool as Unity automatically recompiles scripts when modified
- Updated script management instructions to rely on editor_state polling and console checking instead of manual domain reload
- Simplified workflow by removing unnecessary manual recompilation step
* Change name of menu items resource as the LLM seems it
* refactor: reorganize tests into src/tests/integration directory
- Moved all test files from root tests/ to MCPForUnity/UnityMcpServer~/src/tests/integration/ for better organization
- Added conftest.py with telemetry and dependency stubs to simplify test setup
- Removed redundant path manipulation and module loading code from individual test files
* feat: expand Unity test workflow triggers
- Run tests on all branches instead of only main
- Add pull request trigger to catch issues before merge
- Maintain path filtering to run only when relevant files change
* chore: add GitHub Actions workflow for Python tests
- Configured automated testing on push and pull requests using pytest
- Set up uv for dependency management and Python 3.10 environment
- Added test results artifact upload for debugging failed runs
* refactor: update import path for fastmcp Context
* docs: update development setup instructions to use uv
- Changed installation commands from pip to uv pip for better dependency management
- Updated test running instructions to use uv run pytest
- Added examples for running integration and unit tests separately
* Formatting [skip ci]
* refactor: optimize CI workflow with path filters and dependency installation
- Added path filters to only trigger tests when Python source or workflow files change
- Split dependency installation into sync and dev install steps for better clarity
- Fixed YAML indentation for improved readability
* Update .github/workflows/python-tests.yml
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* fix: standardize test mode values to match Unity's naming convention
- Changed default mode from "edit" to "EditMode" in C# code
- Updated Python tool to use "EditMode" and "PlayMode" instead of lowercase variants
* refactor: convert test imports to relative imports
- Changed absolute imports to relative imports in integration tests for better package structure
- Removed test packages from pyproject.toml package list
* refactor: use Field with default_factory for mutable default in TagsResponse
* refactor: remove duplicate PrefabStageUtility call
* Update this as well [skip ci]
* Update MCPForUnity/UnityMcpServer~/src/tests/integration/test_script_tools.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* chore: remove pull_request triggers from test workflows [skip ci]
It's already covered by pushes
* refactor: update resource function return types to include MCPResponse union
* refactor: remove manual domain reload tool
- Removed reload_domain tool as Unity handles script recompilation automatically
- Updated documentation to reflect automatic compilation workflow
- Simplified script management workflow instructions in server description
* refactor: add context support to resource handlers
- Updated all resource handlers to accept Context parameter for Unity instance routing
- Replaced direct async_send_command_with_retry calls with async_send_with_unity_instance wrapper
- Added imports for get_unity_instance_from_context and async_send_with_unity_instance helpers
* fix: correct grammar in menu items documentation
* docs: update README with expanded tools and resources documentation
- Added new tools: manage_prefabs, create_script, delete_script, get_sha
- Added new resources: editor state, windows, project info, layers, and tags
- Clarified manage_script as compatibility router with recommendation to use newer edit tools
- Fixed run_test to run_tests for consistency
* refactor: convert unity_instances function to async [skip ci]
- Changed function signature from synchronous to async
- Added await keywords to ctx.info() and ctx.error() calls to properly handle async context methods
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-11-06 04:06:48 +08:00
from fastmcp import Context
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from registry import mcp_for_unity_tool
from unity_connection import send_command_with_retry
@mcp_for_unity_tool (
description="My custom tool that does something amazing"
)
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async def my_custom_tool(
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ctx: Context,
param1: Annotated[str, "Description of param1"],
param2: Annotated[int, "Description of param2"] | None = None
) -> dict[str, Any]:
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await ctx.info(f"Processing my_custom_tool: {param1}")
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# Prepare parameters for Unity
params = {
"action": "do_something",
"param1": param1,
"param2": param2,
}
params = {k: v for k, v in params.items() if v is not None}
# Send to Unity handler
response = send_command_with_retry("my_custom_tool", params)
return response if isinstance(response, dict) else {"success": False, "message": str(response)}
```
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
## Step 3: Add Python File to Asset
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
1. Select your `PythonToolsAsset` in the Project window
2. In the Inspector, expand **Python Files**
3. Drag your `.py` file into the list (or click ** +** and select it)
2025-10-04 06:53:09 +08:00
2025-10-24 12:50:29 +08:00

2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
**Note:** If you can't see `.py` files in the object picker, go to **Window > MCP For Unity > Tool Sync > Reimport Python Files** to force Unity to recognize them as text assets.
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
## Step 4: Create C# Handler
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
Create a C# file anywhere in your Unity project (typically in `Editor/` ):
2025-10-04 06:53:09 +08:00
```csharp
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Helpers;
namespace MyProject.Editor.CustomTools
{
[McpForUnityTool("my_custom_tool")]
public static class MyCustomTool
{
public static object HandleCommand(JObject @params )
{
string action = @params ["action"]?.ToString();
string param1 = @params ["param1"]?.ToString();
int? param2 = @params ["param2"]?.ToObject< int ? > ();
// Your custom logic here
if (string.IsNullOrEmpty(param1))
{
return Response.Error("param1 is required");
}
// Do something amazing
DoSomethingAmazing(param1, param2);
return Response.Success("Custom tool executed successfully!");
}
private static void DoSomethingAmazing(string param1, int? param2)
{
// Your implementation
}
}
}
```
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
## Step 5: Rebuild the MCP Server
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
1. Open the MCP for Unity window in the Unity Editor
2. Click **Rebuild Server** to apply your changes
3. Your tool is now available to MCP clients!
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
**What happens automatically:**
- ✅ Python files are synced to the MCP server on Unity startup
- ✅ Python files are synced when modified (you would need to rebuild the server)
- ✅ C# handlers are discovered via reflection
- ✅ Tools are registered with the MCP server
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
## Complete Example: Screenshot Tool
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
Here's a complete example showing how to create a screenshot capture tool.
2025-10-04 06:53:09 +08:00
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
### Python File (`Assets/Editor/ScreenShots/Python/screenshot_tool.py`)
2025-10-04 06:53:09 +08:00
```python
from typing import Annotated, Any
Move Get commands to editor resources + Run Python tests every update (#368)
* Add a function to reload the domain
Closes #357
* feat: restructure server instructions into workflow-focused format
- Reorganized instructions from flat bullet list into categorized workflow sections
- Emphasized critical script management workflow with numbered steps
- Improved readability and scannability for AI agents using the MCP server
It doesn't make sense to repeat the fucnction tools, they're already parsed
* docs: reorder tool list alphabetically in README + add reload_domain tool
* feat: add Unity editor state and project info resources
- Implemented resources for querying active tool, editor state, prefab stage, selection, and open windows
- Added project configuration resources for layers and project metadata
- Organized new resources into Editor and Project namespaces for better structure
* feat: clarify script management workflow in system prompt
- Expanded guidance to include scripts created by any tool, not just manage_script
- Added "etc" to tools examples for better clarity
* refactor: remove reload_domain tool and update script management workflow
- Removed reload_domain tool as Unity automatically recompiles scripts when modified
- Updated script management instructions to rely on editor_state polling and console checking instead of manual domain reload
- Simplified workflow by removing unnecessary manual recompilation step
* Change name of menu items resource as the LLM seems it
* refactor: reorganize tests into src/tests/integration directory
- Moved all test files from root tests/ to MCPForUnity/UnityMcpServer~/src/tests/integration/ for better organization
- Added conftest.py with telemetry and dependency stubs to simplify test setup
- Removed redundant path manipulation and module loading code from individual test files
* feat: expand Unity test workflow triggers
- Run tests on all branches instead of only main
- Add pull request trigger to catch issues before merge
- Maintain path filtering to run only when relevant files change
* chore: add GitHub Actions workflow for Python tests
- Configured automated testing on push and pull requests using pytest
- Set up uv for dependency management and Python 3.10 environment
- Added test results artifact upload for debugging failed runs
* refactor: update import path for fastmcp Context
* docs: update development setup instructions to use uv
- Changed installation commands from pip to uv pip for better dependency management
- Updated test running instructions to use uv run pytest
- Added examples for running integration and unit tests separately
* Formatting [skip ci]
* refactor: optimize CI workflow with path filters and dependency installation
- Added path filters to only trigger tests when Python source or workflow files change
- Split dependency installation into sync and dev install steps for better clarity
- Fixed YAML indentation for improved readability
* Update .github/workflows/python-tests.yml
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* fix: standardize test mode values to match Unity's naming convention
- Changed default mode from "edit" to "EditMode" in C# code
- Updated Python tool to use "EditMode" and "PlayMode" instead of lowercase variants
* refactor: convert test imports to relative imports
- Changed absolute imports to relative imports in integration tests for better package structure
- Removed test packages from pyproject.toml package list
* refactor: use Field with default_factory for mutable default in TagsResponse
* refactor: remove duplicate PrefabStageUtility call
* Update this as well [skip ci]
* Update MCPForUnity/UnityMcpServer~/src/tests/integration/test_script_tools.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* chore: remove pull_request triggers from test workflows [skip ci]
It's already covered by pushes
* refactor: update resource function return types to include MCPResponse union
* refactor: remove manual domain reload tool
- Removed reload_domain tool as Unity handles script recompilation automatically
- Updated documentation to reflect automatic compilation workflow
- Simplified script management workflow instructions in server description
* refactor: add context support to resource handlers
- Updated all resource handlers to accept Context parameter for Unity instance routing
- Replaced direct async_send_command_with_retry calls with async_send_with_unity_instance wrapper
- Added imports for get_unity_instance_from_context and async_send_with_unity_instance helpers
* fix: correct grammar in menu items documentation
* docs: update README with expanded tools and resources documentation
- Added new tools: manage_prefabs, create_script, delete_script, get_sha
- Added new resources: editor state, windows, project info, layers, and tags
- Clarified manage_script as compatibility router with recommendation to use newer edit tools
- Fixed run_test to run_tests for consistency
* refactor: convert unity_instances function to async [skip ci]
- Changed function signature from synchronous to async
- Added await keywords to ctx.info() and ctx.error() calls to properly handle async context methods
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-11-06 04:06:48 +08:00
from fastmcp import Context
2025-10-04 06:53:09 +08:00
from registry import mcp_for_unity_tool
from unity_connection import send_command_with_retry
@mcp_for_unity_tool (
description="Capture screenshots in Unity, saving them as PNGs"
)
2025-10-13 23:16:43 +08:00
async def capture_screenshot(
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ctx: Context,
filename: Annotated[str, "Screenshot filename without extension, e.g., screenshot_01"],
) -> dict[str, Any]:
2025-10-13 23:16:43 +08:00
await ctx.info(f"Capturing screenshot: {filename}")
2025-10-04 06:53:09 +08:00
params = {
"action": "capture",
"filename": filename,
}
params = {k: v for k, v in params.items() if v is not None}
response = send_command_with_retry("capture_screenshot", params)
return response if isinstance(response, dict) else {"success": False, "message": str(response)}
```
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
### Add to PythonToolsAsset
1. Select your `PythonToolsAsset`
2. Add `screenshot_tool.py` to the **Python Files** list
3. The file will automatically sync to the MCP server
### C# Handler (`Assets/Editor/ScreenShots/CaptureScreenshotTool.cs`)
2025-10-04 06:53:09 +08:00
```csharp
using System.IO;
using Newtonsoft.Json.Linq;
using UnityEngine;
using MCPForUnity.Editor.Tools;
namespace MyProject.Editor.Tools
{
[McpForUnityTool("capture_screenshot")]
public static class CaptureScreenshotTool
{
public static object HandleCommand(JObject @params )
{
string filename = @params ["filename"]?.ToString();
if (string.IsNullOrEmpty(filename))
{
return MCPForUnity.Editor.Helpers.Response.Error("filename is required");
}
try
{
string absolutePath = Path.Combine(Application.dataPath, "Screenshots", filename);
Directory.CreateDirectory(Path.GetDirectoryName(absolutePath));
// Find the main camera
Camera camera = Camera.main;
if (camera == null)
{
camera = Object.FindFirstObjectByType< Camera > ();
}
if (camera == null)
{
return MCPForUnity.Editor.Helpers.Response.Error("No camera found in the scene");
}
// Create a RenderTexture
RenderTexture rt = new RenderTexture(Screen.width, Screen.height, 24);
camera.targetTexture = rt;
// Render the camera's view
camera.Render();
// Read pixels from the RenderTexture
RenderTexture.active = rt;
Texture2D screenshot = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
screenshot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
screenshot.Apply();
// Clean up
camera.targetTexture = null;
RenderTexture.active = null;
Object.DestroyImmediate(rt);
// Save to file
byte[] bytes = screenshot.EncodeToPNG();
File.WriteAllBytes(absolutePath, bytes);
Object.DestroyImmediate(screenshot);
return MCPForUnity.Editor.Helpers.Response.Success($"Screenshot saved to {absolutePath}", new
{
path = absolutePath,
});
}
catch (System.Exception ex)
{
return MCPForUnity.Editor.Helpers.Response.Error($"Failed to capture screenshot: {ex.Message}");
}
}
}
}
```
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
### Rebuild and Test
1. Open the MCP for Unity window
2. Click **Rebuild Server**
3. Test your tool from your MCP client!
---
# Part 2: How It Works (Technical Details)
This section explains the technical implementation of the custom tools system.
## Python Side: Decorator System
### The `@mcp_for_unity_tool` Decorator
The decorator automatically registers your function as an MCP tool:
```python
@mcp_for_unity_tool (
name="custom_name", # Optional: function name used by default
description="Tool description", # Required: describe what the tool does
)
```
**How it works:**
- Auto-generates the tool name from the function name (e.g., `my_custom_tool` )
- Registers the tool with FastMCP during module import
- Supports all FastMCP `mcp.tool` decorator options: < https: // gofastmcp . com / servers / tools # tools >
**Note:** All tools should have the `description` field. It's not strictly required, however, that parameter is the best place to define a description so that most MCP clients can read it. See [issue #289 ](https://github.com/CoplayDev/unity-mcp/issues/289 ).
### Auto-Discovery
Python tools are automatically discovered when:
- The Python file is added to a `PythonToolsAsset`
- The file is synced to `MCPForUnity/UnityMcpServer~/src/tools/custom/`
- The file is imported during server startup
- The decorator `@mcp_for_unity_tool` is used
### Sync System
The `PythonToolsAsset` system automatically syncs your Python files:
**When sync happens:**
- ✅ Unity starts up
- ✅ Python files are modified
- ✅ Python files are added/removed from the asset
**Manual controls:**
- **Sync Now:** Window > MCP For Unity > Tool Sync > Sync Python Tools
- **Toggle Auto-Sync:** Window > MCP For Unity > Tool Sync > Auto-Sync Python Tools
- **Reimport Python Files:** Window > MCP For Unity > Tool Sync > Reimport Python Files
**How it works:**
- Uses content hashing to detect changes (only syncs modified files)
- Files are copied to `MCPForUnity/UnityMcpServer~/src/tools/custom/`
- Stale files are automatically cleaned up
## C# Side: Attribute System
### The `[McpForUnityTool]` Attribute
The attribute marks your class as a tool handler:
```csharp
// Explicit command name
[McpForUnityTool("my_custom_tool")]
public static class MyCustomTool { }
// Auto-generated from class name (MyCustomTool → my_custom_tool)
[McpForUnityTool]
public static class MyCustomTool { }
```
### Auto-Discovery
C# handlers are automatically discovered when:
- The class has the `[McpForUnityTool]` attribute
- The class has a `public static HandleCommand(JObject)` method
- Unity loads the assembly containing the class
**How it works:**
- Unity scans all assemblies on startup
- Finds classes with `[McpForUnityTool]` attribute
- Registers them in the command registry
- Routes MCP commands to the appropriate handler
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## Best Practices
### Python
- ✅ Use type hints with `Annotated` for parameter documentation
- ✅ Return `dict[str, Any]` with `{"success": bool, "message": str, "data": Any}`
- ✅ Use `ctx.info()` for logging
- ✅ Handle errors gracefully and return structured error responses
- ✅ Use `send_command_with_retry()` for Unity communication
### C#
- ✅ Use the `Response.Success()` and `Response.Error()` helper methods
- ✅ Validate input parameters before processing
- ✅ Use `@params["key"]?.ToObject<Type>()` for safe type conversion
- ✅ Return structured responses with meaningful data
- ✅ Handle exceptions and return error responses
## Debugging
### Python
- Check server logs: `~/Library/Application Support/UnityMCP/Logs/unity_mcp_server.log`
- Look for: `"Registered X MCP tools"` message on startup
- Use `ctx.info()` for debugging messages
### C#
- Check Unity Console for: `"MCP-FOR-UNITY: Auto-discovered X tools"` message
- Look for warnings about missing `HandleCommand` methods
- Use `Debug.Log()` in your handler for debugging
## Troubleshooting
**Tool not appearing:**
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 12:18:25 +08:00
- **Python:**
- Ensure the `.py` file is added to a `PythonToolsAsset`
- Check Unity Console for sync messages: "Python tools synced: X copied"
- Verify file was synced to `UnityMcpServer~/src/tools/custom/`
- Try manual sync: Window > MCP For Unity > Tool Sync > Sync Python Tools
- Rebuild the server in the MCP for Unity window
- **C#:**
- Ensure the class has `[McpForUnityTool]` attribute
- Ensure the class has a `public static HandleCommand(JObject)` method
- Check Unity Console for: "MCP-FOR-UNITY: Auto-discovered X tools"
**Python files not showing in Inspector:**
- Go to **Window > MCP For Unity > Tool Sync > Reimport Python Files**
- This forces Unity to recognize `.py` files as TextAssets
- Check that `.py.meta` files show `ScriptedImporter` (not `DefaultImporter` )
**Sync not working:**
- Check if auto-sync is enabled: Window > MCP For Unity > Tool Sync > Auto-Sync Python Tools
- Look for errors in Unity Console
- Verify `PythonToolsAsset` has the correct files added
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**Name conflicts:**
- Use explicit names in decorators/attributes to avoid conflicts
- Check registered tools: `CommandRegistry.GetAllCommandNames()` in C#
**Tool not being called:**
- Verify the command name matches between Python and C#
- Check that parameters are being passed correctly
- Look for errors in logs