* feat: Add prefab read operations (get_info, get_hierarchy, list_prefabs) - Add get_info: retrieve prefab metadata (GUID, type, components, child count, variant info) - Add get_hierarchy: get prefab internal structure with pagination support - Add list_prefabs: search prefabs in project with optional name filtering - Extract PrefabUtilityHelper class for reusable prefab utility methods - Update Python tool descriptions and parameter documentation Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Use correct API to save prefab stage changes Replace PrefabUtility.SaveAsPrefabAsset (for creating new prefabs) with EditorSceneManager.SaveScene to properly save stage modifications. This fixes the issue where component additions were lost after closing the prefab stage. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor: improve code quality and error handling - Add pagination constants (DefaultPageSize, MaxPageSize) - Extract SaveAndRefreshStage helper to reduce duplication - Change all user-facing messages to English - Add REQUIRED_PARAMS validation in Python - Split path parameter into prefab_path and folder_path for clarity - Improve error handling with specific exception types Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat: Remove list_prefabs action and update related documentation * feat: Enhance prefab management with detailed parameter descriptions and new unlinking option * feat: Simplify prefab creation logic and unify logging for asset replacement * feat: Update SaveStagePrefab method to use SetDirty and SaveAssets for prefab stage saving * feat: Add PrefabUtilityHelper class with utility methods for prefab asset management * feat: Refactor action constants and enhance parameter validation in prefab management * feat: Update ValidateSourceObjectForPrefab method to remove replaceExisting parameter and simplify validation logic * fix: Fix searchInactive parameter and improve prefab management - Fix searchInactive not working correctly for child objects - Improve error message accuracy for object not found - Use Application.dataPath for reliable directory path resolution * feat: Add path validation and security checks for prefab operations * feat: Remove pagination from GetHierarchy method and simplify prefab retrieval * feat: Remove mode parameter from prefab management functions to simplify usage * fix: Improve path validation and replace logic in prefab management * feat: Enhance prefab management by adding nesting depth and parent prefab path retrieval * fix: resolve Unknown pseudo class last-child USS warnings Unity UI Toolkit does not support the :last-child pseudo-class. Replace it with a .section-last class that is applied programmatically to the last section in each .section-stack container. Also moves the Configure All Detected Clients button to the bottom of the Client Configuration section and makes it auto-width. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: improve prefab stage save for automated workflows - Add force parameter to save_open_stage for automated workflows where isDirty may not be correctly set - Use PrefabUtility.SaveAsPrefabAsset for dialog-free saving - Mark prefab stage scene dirty when modifying GameObjects in prefab mode - Skip save when no changes and force=false (prevents false dirty flag) The force parameter ensures reliable saving in CI/automation scenarios where Unity dirty tracking may be inconsistent with programmatic changes. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Update prefab.py * refactor: remove unnecessary blank line before create function * feat: add info and hierarchy commands to prefab CLI for enhanced prefab management * feat: enhance prefab management with comprehensive CRUD tests and ensure dirty state tracking --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com> Co-authored-by: David Sarno <david@lighthaus.us> |
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|---|---|---|
| .claude | ||
| .github | ||
| CustomTools/RoslynRuntimeCompilation | ||
| MCPForUnity | ||
| Server | ||
| TestProjects | ||
| docs | ||
| scripts | ||
| tools | ||
| .dockerignore | ||
| .gitignore | ||
| .mcpbignore | ||
| LICENSE | ||
| README.md | ||
| claude_skill_unity.zip | ||
| deploy-dev.bat | ||
| docker-compose.yml | ||
| manifest.json | ||
| mcp.json | ||
| mcp_source.py | ||
| prune_tool_results.py | ||
| restore-dev.bat | ||
| test_unity_socket_framing.py | ||
README.md
| English | 简体中文 |
|---|
Proudly sponsored and maintained by Coplay -- the best AI assistant for Unity.
Create your Unity apps with LLMs! MCP for Unity bridges AI assistants (Claude, Cursor, VS Code, etc.) with your Unity Editor via the Model Context Protocol. Give your LLM the tools to manage assets, control scenes, edit scripts, and automate tasks.
Quick Start
Prerequisites
- Unity 2021.3 LTS+ — Download Unity
- Python 3.10+ and uv — Install uv
- An MCP Client — Claude Desktop | Cursor | VS Code Copilot | Windsurf
1. Install the Unity Package
In Unity: Window > Package Manager > + > Add package from git URL...
[!TIP]
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity
Want the latest beta? Use the beta branch:
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#beta
Other install options (Asset Store, OpenUPM)
Unity Asset Store:
- Visit MCP for Unity on the Asset Store
- Click
Add to My Assets, then import viaWindow > Package Manager
OpenUPM:
openupm add com.coplaydev.unity-mcp
2. Start the Server & Connect
- In Unity:
Window > MCP for Unity - Click Start Server (launches HTTP server on
localhost:8080) - Select your MCP Client from the dropdown and click Configure
- Look for 🟢 "Connected ✓"
- Connect your client: Some clients (Cursor, Windsurf, Antigravity) require enabling an MCP toggle in settings, while others (Claude Desktop, Claude Code) auto-connect after configuration.
That's it! Try a prompt like: "Create a red, blue and yellow cube" or "Build a simple player controller"
Features & Tools
Key Features
- Natural Language Control — Instruct your LLM to perform Unity tasks
- Powerful Tools — Manage assets, scenes, materials, scripts, and editor functions
- Automation — Automate repetitive Unity workflows
- Extensible — Works with various MCP Clients
Available Tools
manage_asset • manage_editor • manage_gameobject • manage_components • manage_material • manage_prefabs • manage_scene • manage_script • manage_scriptable_object • manage_shader • manage_vfx • manage_texture • batch_execute • find_gameobjects • find_in_file • read_console • refresh_unity • run_tests • get_test_job • execute_menu_item • apply_text_edits • script_apply_edits • validate_script • create_script • delete_script • get_sha
Available Resources
custom_tools • unity_instances • menu_items • get_tests • gameobject • gameobject_components • editor_state • editor_selection • editor_prefab_stage • project_info • project_tags • project_layers
Performance Tip: Use batch_execute for multiple operations — it's 10-100x faster than individual calls!
Manual Configuration
If auto-setup doesn't work, add this to your MCP client's config file:
HTTP (default — works with Claude Desktop, Cursor, Windsurf):
{
"mcpServers": {
"unityMCP": {
"url": "http://localhost:8080/mcp"
}
}
}
VS Code:
{
"servers": {
"unityMCP": {
"type": "http",
"url": "http://localhost:8080/mcp"
}
}
}
Stdio configuration (legacy)
macOS/Linux:
{
"mcpServers": {
"unityMCP": {
"command": "uv",
"args": ["run", "--directory", "/Users/YOUR_USERNAME/Library/AppSupport/UnityMCP/UnityMcpServer/src", "server.py", "--transport", "stdio"]
}
}
}
Windows:
{
"mcpServers": {
"unityMCP": {
"command": "C:/Users/YOUR_USERNAME/AppData/Local/Microsoft/WinGet/Links/uv.exe",
"args": ["run", "--directory", "C:/Users/YOUR_USERNAME/AppData/Local/UnityMCP/UnityMcpServer/src", "server.py", "--transport", "stdio"]
}
}
}
Multiple Unity Instances
MCP for Unity supports multiple Unity Editor instances. To target a specific one:
- Ask your LLM to check the
unity_instancesresource - Use
set_active_instancewith theName@hash(e.g.,MyProject@abc123) - All subsequent tools route to that instance
Roslyn Script Validation (Advanced)
For Strict validation that catches undefined namespaces, types, and methods:
- Install NuGetForUnity
Window > NuGet Package Manager→ InstallMicrosoft.CodeAnalysisv4.14.0- Also install
SQLitePCLRaw.coreandSQLitePCLRaw.bundle_e_sqlite3 - Add
USE_ROSLYNtoPlayer Settings > Scripting Define Symbols - Restart Unity
Manual DLL installation (if NuGetForUnity isn't available)
- Download
Microsoft.CodeAnalysis.CSharp.dlland dependencies from NuGet - Place DLLs in
Assets/Plugins/folder - Ensure .NET compatibility settings are correct
- Add
USE_ROSLYNto Scripting Define Symbols - Restart Unity
Troubleshooting
- Unity Bridge Not Connecting: Check
Window > MCP for Unitystatus, restart Unity - Server Not Starting: Verify
uv --versionworks, check the terminal for errors - Client Not Connecting: Ensure the HTTP server is running and the URL matches your config
Detailed setup guides:
- Fix Unity MCP and Cursor, VSCode & Windsurf — uv/Python installation, PATH issues
- Fix Unity MCP and Claude Code — Claude CLI installation
- Common Setup Problems — macOS dyld errors, FAQ
Still stuck? Open an Issue or Join Discord
Contributing
See README-DEV.md for development setup. For custom tools, see CUSTOM_TOOLS.md.
- Fork → Create issue → Branch (
feature/your-idea) → Make changes → PR
Telemetry & Privacy
Anonymous, privacy-focused telemetry (no code, no project names, no personal data). Opt out with DISABLE_TELEMETRY=true. See TELEMETRY.md.
License: MIT — See LICENSE | Need help? Discord | Issues
Star History
Citation for Research
If you are working on research that is related to Unity-MCP, please cite us!@inproceedings{10.1145/3757376.3771417,
author = {Wu, Shutong and Barnett, Justin P.},
title = {MCP-Unity: Protocol-Driven Framework for Interactive 3D Authoring},
year = {2025},
isbn = {9798400721366},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3757376.3771417},
doi = {10.1145/3757376.3771417},
series = {SA Technical Communications '25}
}
Unity AI Tools by Coplay
Coplay offers 3 AI tools for Unity:
- MCP for Unity is available freely under the MIT license.
- Coplay is a premium Unity AI assistant that sits within Unity and is more than the MCP for Unity.
- Coplay MCP a free-for-now MCP for Coplay tools.
(These tools have different tech stacks. See this blog post comparing Coplay to MCP for Unity.)
Disclaimer
This project is a free and open-source tool for the Unity Editor, and is not affiliated with Unity Technologies.