9.3 KiB
Adding Custom Tools to Unity MCP
Unity MCP now 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 without modifying core files.
Be sure to review the developer README first:
| English | 简体中文 |
|---|
Python Side (MCP Server)
Creating a Custom Tool
-
Create a new Python file in
UnityMcpBridge/UnityMcpServer~/src/tools/(or any location that gets imported) -
Use the
@mcp_for_unity_tooldecorator:
from typing import Annotated, Any
from mcp.server.fastmcp import Context
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"
)
def my_custom_tool(
ctx: Context,
param1: Annotated[str, "Description of param1"],
param2: Annotated[int, "Description of param2"] | None = None
) -> dict[str, Any]:
ctx.info(f"Processing my_custom_tool: {param1}")
# 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)}
-
The tool is automatically registered! The decorator:
- Auto-generates the tool name from the function name (e.g.,
my_custom_tool) - Registers the tool with FastMCP during module import
- Auto-generates the tool name from the function name (e.g.,
-
Rebuild the server in the MCP for Unity window (in the Unity Editor) to apply the changes.
Decorator Options
@mcp_for_unity_tool(
name="custom_name", # Optional: the function name is used by default
description="Tool description", # Required: describe what the tool does
)
You can use all options available in FastMCP's mcp.tool function decorator: 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.
Auto-Discovery
Tools are automatically discovered when:
- The Python file is in the
tools/directory - The file is imported during server startup
- The decorator
@mcp_for_unity_toolis used
C# Side (Unity Editor)
Creating a Custom Tool Handler
-
Create a new C# file anywhere in your Unity project (typically in
Editor/) -
Add the
[McpForUnityTool]attribute and implementHandleCommand:
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Helpers;
namespace MyProject.Editor.CustomTools
{
// The name argument is optional, it uses a snake_case version of the class name by default
[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
}
}
}
- The tool is automatically registered! Unity will discover it via reflection on startup.
Attribute Options
// 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
Tools 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
Complete Example: Custom Screenshot Tool
Python (UnityMcpServer~/src/tools/screenshot_tool.py)
from typing import Annotated, Any
from mcp.server.fastmcp import Context
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"
)
def capture_screenshot(
ctx: Context,
filename: Annotated[str, "Screenshot filename without extension, e.g., screenshot_01"],
) -> dict[str, Any]:
ctx.info(f"Capturing screenshot: {filename}")
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)}
C# (Editor/CaptureScreenshotTool.cs)
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}");
}
}
}
}
Best Practices
Python
- ✅ Use type hints with
Annotatedfor 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()andResponse.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
HandleCommandmethods - Use
Debug.Log()in your handler for debugging
Troubleshooting
Tool not appearing:
- Python: Ensure the file is in
tools/directory and imports the decorator - C#: Ensure the class has
[McpForUnityTool]attribute andHandleCommandmethod
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