* feat: Add tool annotations for improved LLM tool understanding
Add readOnlyHint and destructiveHint annotations to all 23 tools
to help LLMs better understand tool behavior and make safer decisions.
Changes:
- Added readOnlyHint: true to 5 read-only tools:
- debug_request_context, find_in_file, validate_script,
manage_script_capabilities, get_sha
- Added destructiveHint: true to 18 tools that modify data:
- All CRUD tools, execution tools, and state-modifying tools
- Added title annotations for human-readable display
- Imported ToolAnnotations from mcp.types in all tool files
This improves tool safety metadata for MCP clients.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* docs: Clarify dual-purpose tool behavior in annotations
Address Sourcery AI review feedback by updating descriptions for
batch_execute and manage_* tools to clarify their safety characteristics
depend on the specific actions/operations being performed.
Updated tools:
- batch_execute: clarifies safety depends on contained tools
- read_console: clarifies 'get' is read-only, 'clear' is destructive
- manage_asset: lists read-only vs destructive actions
- manage_gameobject: lists read-only vs destructive actions
- manage_scene: lists read-only vs destructive actions
- manage_editor: lists read-only vs destructive actions
- manage_material: lists read-only vs destructive actions
- manage_shader: lists read-only vs destructive actions
- manage_script: lists read-only vs destructive actions
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* fix: Remove destructiveHint from mixed-behavior tools
Address maintainer feedback on annotation semantics. Tools that
have both read-only and modifying actions based on the 'action'
parameter should not be marked as destructive.
Changed to title-only annotations:
- manage_gameobject (find/get vs create/modify/delete)
- manage_scene (get_hierarchy vs create/load/save)
- manage_prefabs (open_stage vs save/create)
- manage_material (ping/get vs create/set)
- manage_shader (read vs create/update/delete)
- manage_editor (telemetry_status vs play/pause)
- manage_script router (read vs create/delete)
- batch_execute (depends on contained operations)
- execute_menu_item (behavior varies by menu item)
- execute_custom_tool (behavior varies by custom tool)
- read_console (get vs clear - ephemeral UI state)
Kept destructiveHint=True for always-destructive tools:
- apply_text_edits (always writes files)
- create_script (always creates files)
- delete_script (always deletes files)
- script_apply_edits (always writes files)
- run_tests (always executes tests)
- set_active_instance (always modifies session)
* fix: Remove destructiveHint from set_active_instance
set_active_instance is a session-scoped operation that switches which
Unity instance is active. It doesn't persist data and is easily reversible,
so it should not be marked as destructive.
* fix: Re-apply destructiveHint per maintainer guidance on MCP spec
Per maintainer feedback referencing MCP docs, tools should have
destructiveHint=True if they MAY perform a destructive action,
even if they also support read-only operations.
Re-applied to tools that can destroy Unity resources:
- manage_gameobject, manage_scene, manage_prefabs
- manage_material, manage_shader, manage_script
- manage_asset, batch_execute
- execute_menu_item, execute_custom_tool
Kept as-is (no destructiveHint):
- read_console (clearing is ephemeral UI state)
- set_active_instance (session toggle, not destructive)
- manage_editor (no destructive actions)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
* feat: Add tool annotations to manage_scriptable_object
Per reviewer request (@dsarno), add ToolAnnotations with destructiveHint=True
to manage_scriptable_object tool since it can create/modify ScriptableObject assets.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
* feat: Add tool annotations to new async test and refresh tools
Add readOnlyHint and destructiveHint annotations to tools added
since the last commit:
- refresh_unity: destructiveHint=True (triggers asset DB refresh)
- run_tests_async: destructiveHint=True (starts test execution)
- get_test_job: readOnlyHint=True (queries job status only)
Also regenerate uv.lock after rebase.
---------
Co-authored-by: triepod-ai <noreply@github.com>
Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: triepod-ai <199543909+triepod-ai@users.noreply.github.com>
|
||
|---|---|---|
| .claude | ||
| .github | ||
| CustomTools/RoslynRuntimeCompilation | ||
| MCPForUnity | ||
| Server | ||
| TestProjects/UnityMCPTests | ||
| docs | ||
| scripts | ||
| tools | ||
| .dockerignore | ||
| .gitignore | ||
| LICENSE | ||
| README-zh.md | ||
| README.md | ||
| claude_skill_unity.zip | ||
| deploy-dev.bat | ||
| docker-compose.yml | ||
| 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 acts as a bridge, allowing AI assistants (Claude, Cursor, Antigravity, VS Code, etc) to interact directly with your Unity Editor via a local MCP (Model Context Protocol) Client. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.
💬 Join Our Discord
Get help, share ideas, and collaborate with other MCP for Unity developers!
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: Designed to work with various MCP Clients.
- 🌐 HTTP-First Transport: Ships with HTTP connections enabled by default (stdio is still available as a fallback).
Tools
Your LLM can use functions like:
manage_asset: Performs asset operations (import, create, modify, delete, etc.).manage_editor: Controls and queries the editor's state and settings.manage_gameobject: Manages GameObjects: create, modify, delete, find, and component operations.manage_material: Manages materials: create, set properties, colors, assign to renderers, and query material info.manage_prefabs: Performs prefab operations (create, modify, delete, etc.).manage_scene: Manages scenes (load, save, create, get hierarchy, etc.).manage_script: Compatibility router for legacy script operations (create, read, delete). Preferapply_text_editsorscript_apply_editsfor edits.manage_scriptable_object: Creates and modifies ScriptableObject assets using Unity SerializedObject property paths.manage_shader: Performs shader CRUD operations (create, read, modify, delete).read_console: Gets messages from or clears the console.run_tests_async: Starts tests asynchronously and returns a job_id for polling (preferred).get_test_job: Polls an async test job for progress and results.run_tests: Runs tests synchronously (blocks until complete; preferrun_tests_asyncfor long suites).execute_custom_tool: Execute a project-scoped custom tool registered by Unity.execute_menu_item: Executes Unity Editor menu items (e.g., "File/Save Project").set_active_instance: Routes subsequent tool calls to a specific Unity instance (when multiple are running). Requires the exactName@hashfromunity_instances.apply_text_edits: Precise text edits with precondition hashes and atomic multi-edit batches.script_apply_edits: Structured C# method/class edits (insert/replace/delete) with safer boundaries.validate_script: Fast validation (basic/standard) to catch syntax/structure issues before/after writes.create_script: Create a new C# script at the given project path.delete_script: Delete a C# script by URI or Assets-relative path.get_sha: Get SHA256 and basic metadata for a Unity C# script without returning file contents.
Resources
Your LLM can retrieve the following resources:
custom_tools: Lists custom tools available for the active Unity project.unity_instances: Lists all running Unity Editor instances with their details (name, path, port, status).menu_items: Retrieves all available menu items in the Unity Editor.tests: Retrieves all available tests in the Unity Editor. Can select tests of a specific type (e.g., "EditMode", "PlayMode").editor_active_tool: Currently active editor tool (Move, Rotate, Scale, etc.) and transform handle settings.editor_prefab_stage: Current prefab editing context if a prefab is open in isolation mode.editor_selection: Detailed information about currently selected objects in the editor.editor_state: Current editor runtime state including play mode, compilation status, active scene, and selection summary.editor_windows: All currently open editor windows with their titles, types, positions, and focus state.project_info: Static project information including root path, Unity version, and platform.project_layers: All layers defined in the project's TagManager with their indices (0-31).project_tags: All tags defined in the project's TagManager.
How It Works
MCP for Unity connects your tools using two components:
- MCP for Unity Bridge: A Unity package running inside the Editor. (Installed via Package Manager).
- MCP for Unity Server: A Python server that runs locally (from a terminal window) and speaks HTTP/JSON-RPC to your MCP client. The Unity window launches it for you in HTTP mode by default; stdio is still available if you switch transports.
Installation ⚙️
Prerequisites
-
Python: Version 3.10 or newer. Download Python
-
Unity Hub & Editor: Version 2021.3 LTS or newer. Download Unity
-
uv (Python toolchain manager):
# macOS / Linux curl -LsSf https://astral.sh/uv/install.sh | sh # Windows (PowerShell) winget install --id=astral-sh.uv -e # Docs: https://docs.astral.sh/uv/getting-started/installation/ -
An MCP Client: : Claude Desktop | Claude Code | Cursor | Visual Studio Code Copilot | Windsurf | Others work with manual config
-
[Optional] Roslyn for Advanced Script Validation
For **Strict** validation level that catches undefined namespaces, types, and methods: **Method 1: NuGet for Unity (Recommended)** 1. Install [NuGetForUnity](https://github.com/GlitchEnzo/NuGetForUnity) 2. Go to `Window > NuGet Package Manager` 3. Search for `Microsoft.CodeAnalysis`, select version 4.14.0, and install the package 4. Also install package `SQLitePCLRaw.core` and `SQLitePCLRaw.bundle_e_sqlite3`. 5. Go to `Player Settings > Scripting Define Symbols` 6. Add `USE_ROSLYN` 7. Restart Unity **Method 2: Manual DLL Installation** 1. Download Microsoft.CodeAnalysis.CSharp.dll and dependencies from [NuGet](https://www.nuget.org/packages/Microsoft.CodeAnalysis.CSharp/) 2. Place DLLs in `Assets/Plugins/` folder 3. Ensure .NET compatibility settings are correct 4. Add `USE_ROSLYN` to Scripting Define Symbols 5. Restart Unity **Note:** Without Roslyn, script validation falls back to basic structural checks. Roslyn enables full C# compiler diagnostics with precise error reporting.</details>
🌟 Step 1: Install the Unity Package
To install via Git URL
- Open your Unity project.
- Go to
Window > Package Manager. - Click
+->Add package from git URL.... - Enter:
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity - Click
Add.
Need a stable/fixed version? Use a tagged URL instead (updates require uninstalling and re-installing):
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#v8.6.0
To install via OpenUPM
- Install the OpenUPM CLI
- Open a terminal (PowerShell, Terminal, etc.) and navigate to your Unity project directory
- Run
openupm add com.coplaydev.unity-mcp
Note: If you installed the MCP Server before Coplay's maintenance, you will need to uninstall the old package before re-installing the new one.
⚡️ Step 2: Start the Local HTTP Server (Default)
HTTP transport is enabled out of the box. The Unity window can launch the FastMCP server for you:
- Open
Window > MCP for Unity. - Make sure the Transport dropdown is set to
HTTP Local(default) and the HTTP URL is what you want (defaults tohttp://localhost:8080). - Click Start Server. Unity spawns a new operating-system terminal running
uv ... server.py --transport http. - Keep that terminal window open while you work; closing it stops the server. Use the Stop Session button in the Unity window if you need to tear it down cleanly.
Prefer stdio? Change the transport dropdown to
Stdioand Unity will fall back to the embedded TCP bridge instead of launching the HTTP server.
Manual launch (optional)
You can also start the server yourself from a terminal—useful for CI or when you want to see raw logs:
uvx --from "git+https://github.com/CoplayDev/unity-mcp@v8.6.0#subdirectory=Server" mcp-for-unity --transport http --http-url http://localhost:8080
Keep the process running while clients are connected.
🛠️ Step 3: Configure Your MCP Client
Connect your MCP Client (Claude, Cursor, etc.) to the HTTP server from Step 2 (auto) or via Manual Configuration (below).
For Claude Desktop Users, try using our manually scrapped Unity_Skills by downloading and uploading the claude_skill_unity.zip following this link.
Option A: Configure Buttons (Recommended for Claude/Cursor/VSC Copilot)
- In Unity, go to
Window > MCP for Unity. - Select your Client/IDE from the dropdown.
- Click the
ConfigureButton. (Or theConfigure All Detected Clientsbutton will try to configure every client it finds, but takes longer.) - Look for a green status indicator 🟢 and "Connected ✓". (This writes the HTTP
urlpointing at the server you launched in Step 2.)
Client-specific troubleshooting
- VSCode: uses
Code/User/mcp.jsonwith top-levelservers.unityMCP,"type": "http", and the URL from Step 2. On Windows, MCP for Unity still prefers an absoluteuv.exepath when you switch back to stdio. - Cursor / Windsurf (help link): if
uvis missing, the MCP for Unity window shows "uv Not Found" with a quick [HELP] link and a "ChooseuvInstall Location" button. - Claude Code (help link): if
claudeisn't found, the window shows "Claude Not Found" with [HELP] and a "Choose Claude Location" button. Unregister now updates the UI immediately.
Option B: Manual Configuration
If Auto-Setup fails or you use a different client:
- Find your MCP Client's configuration file. (Check client documentation).
- Claude Example (macOS):
~/Library/Application Support/Claude/claude_desktop_config.json - Claude Example (Windows):
%APPDATA%\Claude\claude_desktop_config.json
- Claude Example (macOS):
- Edit the file to add/update the
mcpServerssection so it points at the HTTP endpoint from Step 2.
Click for Client-Specific JSON Configuration Snippets...
Claude Code
If you're using Claude Code, you can register the MCP server using the below commands:
macOS:
claude mcp add --scope user UnityMCP -- uv --directory /Users/USERNAME/Library/AppSupport/UnityMCP/UnityMcpServer/src run server.py
Windows:
claude mcp add --scope user UnityMCP -- "C:/Users/USERNAME/AppData/Local/Microsoft/WinGet/Links/uv.exe" --directory "C:/Users/USERNAME/AppData/Local/UnityMCP/UnityMcpServer/src" run server.py
VSCode (all OS – HTTP default)
{
"servers": {
"unityMCP": {
"type": "http",
"url": "http://localhost:8080/mcp"
}
}
}
macOS / Windows / Linux (Claude Desktop, Cursor, Claude Code, Windsurf, etc. – HTTP default)
{
"mcpServers": {
"unityMCP": {
"url": "http://localhost:8080/mcp"
}
}
}
Set the URL to match whatever you entered in the Unity window (include /mcp).
Stdio configuration examples (legacy / optional)
Switch the Unity transport dropdown to Stdio, then use one of the following command/args blocks.
VSCode (stdio)
{
"servers": {
"unityMCP": {
"type": "stdio",
"command": "uv",
"args": [
"--directory",
"<ABSOLUTE_PATH_TO>/UnityMcpServer/src",
"run",
"server.py",
"--transport",
"stdio"
]
}
}
}
macOS / Linux (stdio)
{
"mcpServers": {
"unityMCP": {
"command": "uv",
"args": [
"run",
"--directory",
"/Users/YOUR_USERNAME/Library/AppSupport/UnityMCP/UnityMcpServer/src",
"server.py",
"--transport",
"stdio"
]
}
}
}
Windows (stdio)
{
"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"
]
}
}
}
Replace YOUR_USERNAME and AppSupport path segments as needed for your platform.
Usage ▶️
-
Open your Unity Project and verify the HTTP server is running (Window > MCP for Unity > Start Local HTTP Server). The indicator should show "Session Active" once the server is up.
-
Start your MCP Client (Claude, Cursor, etc.). It connects to the HTTP endpoint configured in Step 3—no extra terminals will be spawned by the client.
-
Interact! Unity tools should now be available in your MCP Client.
Example Prompt:
Create a 3D player controller,Create a tic-tac-toe game in 3D,Create a cool shader and apply to a cube.
Working with Multiple Unity Instances
MCP for Unity supports multiple Unity Editor instances simultaneously. Each instance is isolated per MCP client session.
To direct tool calls to a specific instance:
- List available instances: Ask your LLM to check the
unity_instancesresource - Set the active instance: Use
set_active_instancewith the exactName@hashshown (e.g.,MyProject@abc123) - All subsequent tools route to that instance until changed. If multiple instances are running and no active instance is set, the server will error and instruct you to select one.
Example:
User: "List all Unity instances"
LLM: [Shows ProjectA@abc123 and ProjectB@def456]
User: "Set active instance to ProjectA@abc123"
LLM: [Calls set_active_instance("ProjectA@abc123")]
User: "Create a red cube"
LLM: [Creates cube in ProjectA]
Development & Contributing 🛠️
Development Setup and Guidelines
See README-DEV.md for complete development setup and workflow documentation.
Adding Custom Tools
MCP for Unity uses a Python MCP Server tied with Unity's C# scripts for tools. If you'd like to extend the functionality with your own tools, learn how to do so in CUSTOM_TOOLS.md.
How to Contribute
- Fork the main repository.
- Create an issue to discuss your idea or bug.
- Create a branch (
feature/your-ideaorbugfix/your-fix). - Make changes.
- Commit (feat: Add cool new feature).
- Push your branch.
- Open a Pull Request against the main branch, referencing the issue you created earlier.
📊 Telemetry & Privacy
MCP for Unity includes privacy-focused, anonymous telemetry to help us improve the product. We collect usage analytics and performance data, but never your code, project names, or personal information.
- 🔒 Anonymous: Random UUIDs only, no personal data
- 🚫 Easy opt-out: Set
DISABLE_TELEMETRY=trueenvironment variable - 📖 Transparent: See TELEMETRY.md for full details
Your privacy matters to us. All telemetry is optional and designed to respect your workflow.
Troubleshooting ❓
Click to view common issues and fixes...
- Unity Bridge Not Running/Connecting:
- Ensure Unity Editor is open.
- Check the status window: Window > MCP for Unity.
- Restart Unity.
- MCP Client Not Connecting / Server Not Starting:
- Make sure the local HTTP server is running (Window > MCP for Unity > Start Server). Keep the spawned terminal window open.
- Verify Server Path: Double-check the --directory path in your MCP Client's JSON config. It must exactly match the installation location:
- Windows:
%USERPROFILE%\AppData\Local\UnityMCP\UnityMcpServer\src - macOS:
~/Library/AppSupport/UnityMCP/UnityMcpServer\src - Linux:
~/.local/share/UnityMCP/UnityMcpServer\src
- Windows:
- Verify uv: Make sure
uvis installed and working (uv --version). - Run Manually: Try running the server directly from the terminal to see errors:
cd /path/to/your/UnityMCP/UnityMcpServer/src uv run server.py
- Configuration Failed:
- Use the Manual Configuration steps. The plugin may lack permissions to write to the MCP client's config file.
Still stuck? Open an Issue or Join the Discord!
License 📜
MIT License. See LICENSE file.
Star History
Unity AI Tools by Coplay
Coplay offers 2 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.
(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.