unity-mcp/Server
whatevertogo 300a745bf2
feat: Prefab Feature Updates (#611)
* 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>
2026-01-25 16:36:29 -08:00
..
src feat: Prefab Feature Updates (#611) 2026-01-25 16:36:29 -08:00
tests [FEATURE] Procedural Texture2D/Sprite Generation (#621) 2026-01-24 17:09:07 -05:00
DOCKER_OVERVIEW.md Publish to Docker Hub (#468) 2025-12-19 17:24:04 -04:00
Dockerfile Docker mcp gateway (#603) 2026-01-21 16:00:11 -04:00
LICENSE Publish to pypi (#466) 2025-12-19 16:43:44 -04:00
README.md chore: bump version to 9.2.0 2026-01-23 05:34:19 +00:00
__init__.py Copy the MCP server to the top level (#354) 2025-10-25 00:53:53 -04:00
pyproject.toml chore: bump version to 9.2.0 2026-01-23 05:34:19 +00:00
pyrightconfig.json Copy the MCP server to the top level (#354) 2025-10-25 00:53:53 -04:00
uv.lock [FEATURE] Procedural Texture2D/Sprite Generation (#621) 2026-01-24 17:09:07 -05:00

README.md

MCP for Unity Server

MCP python License Discord

Model Context Protocol server for Unity Editor integration. Control Unity through natural language using AI assistants like Claude, Cursor, and more.

Maintained by Coplay - This project is not affiliated with Unity Technologies.

💬 Join our community: Discord Server

Required: Install the Unity MCP Plugin to connect Unity Editor with this MCP server. You also need uvx (requires uv) to run the server.


Installation

Option 1: PyPI

Install and run directly from PyPI using uvx.

Run Server (HTTP):

uvx --from mcpforunityserver mcp-for-unity --transport http --http-url http://localhost:8080

MCP Client Configuration (HTTP):

{
  "mcpServers": {
    "UnityMCP": {
      "url": "http://localhost:8080/mcp"
    }
  }
}

MCP Client Configuration (stdio):

{
  "mcpServers": {
    "UnityMCP": {
      "command": "uvx",
      "args": [
        "--from",
        "mcpforunityserver",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}

Option 2: From GitHub Source

Use this to run the latest released version from the repository. Change the version to main to run the latest unreleased changes from the repository.

{
  "mcpServers": {
    "UnityMCP": {
      "command": "uvx",
      "args": [
        "--from",
        "git+https://github.com/CoplayDev/unity-mcp@v9.2.0#subdirectory=Server",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}

Option 3: Docker

Use Pre-built Image:

docker run -p 8080:8080 msanatan/mcp-for-unity-server:latest --transport http --http-url http://0.0.0.0:8080

Build Locally:

docker build -t unity-mcp-server .
docker run -p 8080:8080 unity-mcp-server --transport http --http-url http://0.0.0.0:8080

Configure your MCP client with "url": "http://localhost:8080/mcp".

Option 4: Local Development

For contributing or modifying the server code:

# Clone the repository
git clone https://github.com/CoplayDev/unity-mcp.git
cd unity-mcp/Server

# Run with uv
uv run src/main.py --transport stdio

Configuration

The server connects to Unity Editor automatically when both are running. No additional configuration needed.

Environment Variables:

  • DISABLE_TELEMETRY=true - Opt out of anonymous usage analytics
  • LOG_LEVEL=DEBUG - Enable detailed logging (default: INFO)

Example Prompts

Once connected, try these commands in your AI assistant:

  • "Create a 3D player controller with WASD movement"
  • "Add a rotating cube to the scene with a red material"
  • "Create a simple platformer level with obstacles"
  • "Generate a shader that creates a holographic effect"
  • "List all GameObjects in the current scene"

Documentation

For complete documentation, troubleshooting, and advanced usage:

📖 Full Documentation


Requirements

  • Python: 3.10 or newer
  • Unity Editor: 2021.3 LTS or newer
  • uv: Python package manager (Installation Guide)

License

MIT License - See LICENSE