## Unity MCP (CLI Mode) We use Unity MCP via **CLI commands** instead of MCP server connection. This avoids the reconnection issues that occur when Unity restarts. ### Why CLI Instead of MCP Connection? - MCP connection breaks when Unity restarts - `/mcp reconnect` requires human intervention - CLI works directly via HTTP to the MCP server - no persistent connection needed - Claude can call CLI commands autonomously without reconnection issues ### Installation ```bash cd Server # In unity-mcp repo pip install -e . # Or with uv: uv pip install -e . ``` ### Global Options | Option | Description | Default | Env Variable | |--------|-------------|---------|--------------| | `-h, --host` | Server host | 127.0.0.1 | `UNITY_MCP_HOST` | | `-p, --port` | Server port | 8080 | `UNITY_MCP_HTTP_PORT` | | `-t, --timeout` | Timeout seconds | 30 | `UNITY_MCP_TIMEOUT` | | `-f, --format` | Output: text, json, table | text | `UNITY_MCP_FORMAT` | | `-i, --instance` | Target Unity instance | - | `UNITY_MCP_INSTANCE` | ### Core CLI Commands **Status & Connection** ```bash unity-mcp status # Check server + Unity connection ``` **Instance Management** ```bash unity-mcp instance list # List connected Unity instances unity-mcp instance set "ProjectName@abc" # Set active instance unity-mcp instance current # Show current instance ``` **Editor Control** ```bash unity-mcp editor play|pause|stop # Control play mode unity-mcp editor console [--clear] # Get/clear console logs unity-mcp editor refresh [--compile] # Refresh assets unity-mcp editor menu "Edit/Project Settings..." # Execute menu item unity-mcp editor add-tag "TagName" # Add tag unity-mcp editor add-layer "LayerName" # Add layer unity-mcp editor tests --mode PlayMode [--async] unity-mcp editor poll-test [--wait 60] [--details] unity-mcp --instance "MyProject@abc123" editor play # Target a specific instance ``` **Custom Tools** ```bash unity-mcp tool list unity-mcp custom_tool list unity-mcp editor custom-tool "bake_lightmaps" unity-mcp editor custom-tool "capture_screenshot" --params '{"filename":"shot_01","width":1920,"height":1080}' ``` **Scene Operations** ```bash unity-mcp scene hierarchy [--limit 20] [--depth 3] unity-mcp scene active unity-mcp scene load "Assets/Scenes/Main.unity" unity-mcp scene save unity-mcp scene screenshot --name "capture" unity-mcp --format json scene hierarchy ``` **GameObject Operations** ```bash unity-mcp gameobject find "Name" [--method by_tag|by_name|by_layer|by_component] unity-mcp gameobject create "Name" [--primitive Cube] [--position X Y Z] unity-mcp gameobject modify "Name" [--position X Y Z] [--rotation X Y Z] unity-mcp gameobject delete "Name" [--force] unity-mcp gameobject duplicate "Name" ``` **Component Operations** ```bash unity-mcp component add "GameObject" ComponentType unity-mcp component remove "GameObject" ComponentType unity-mcp component set "GameObject" Component property value ``` **Script Operations** ```bash unity-mcp script create "ScriptName" --path "Assets/Scripts" unity-mcp script read "Assets/Scripts/File.cs" unity-mcp script delete "Assets/Scripts/File.cs" [--force] unity-mcp code search "pattern" "path/to/file.cs" [--max-results 20] ``` **Asset Operations** ```bash unity-mcp asset search --pattern "*.mat" --path "Assets/Materials" unity-mcp asset info "Assets/Materials/File.mat" unity-mcp asset mkdir "Assets/NewFolder" unity-mcp asset move "Old/Path" "New/Path" ``` **Prefab Operations** ```bash unity-mcp prefab open "Assets/Prefabs/File.prefab" unity-mcp prefab save unity-mcp prefab close unity-mcp prefab create "GameObject" --path "Assets/Prefabs" ``` **Material Operations** ```bash unity-mcp material create "Assets/Materials/File.mat" unity-mcp material set-color "File.mat" R G B unity-mcp material assign "File.mat" "GameObject" ``` **Shader Operations** ```bash unity-mcp shader create "Name" --path "Assets/Shaders" unity-mcp shader read "Assets/Shaders/Custom.shader" unity-mcp shader update "Assets/Shaders/Custom.shader" --file local.shader unity-mcp shader delete "Assets/Shaders/File.shader" [--force] ``` **VFX Operations** ```bash unity-mcp vfx particle info|play|stop|pause|restart|clear "Name" unity-mcp vfx line info "Name" unity-mcp vfx line create-line "Name" --start X Y Z --end X Y Z unity-mcp vfx line create-circle "Name" --radius N unity-mcp vfx trail info|set-time|clear "Name" [time] ``` **Lighting & UI** ```bash unity-mcp lighting create "Name" --type Point|Spot [--intensity N] [--position X Y Z] unity-mcp ui create-canvas "Name" unity-mcp ui create-text "Name" --parent "Canvas" --text "Content" unity-mcp ui create-button "Name" --parent "Canvas" --text "Label" ``` **Batch Operations** ```bash unity-mcp batch run commands.json [--parallel] [--fail-fast] unity-mcp batch inline '[{"tool": "manage_scene", "params": {...}}]' unity-mcp batch template > commands.json ``` **Raw Access (Any Tool)** ```bash unity-mcp raw tool_name 'JSON_params' unity-mcp raw manage_scene '{"action":"get_active"}' ``` ### Note on MCP Server The MCP HTTP server still needs to be running for CLI to work. Here is an example to run the server manually on Mac: ```bash /opt/homebrew/bin/uvx --no-cache --refresh --from /XXX/unity-mcp/Server mcp-for-unity --transport http --http-url http://localhost:8080 ```