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MCP for Unity Development Tools
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Welcome to the MCP for Unity development environment! This directory contains tools and utilities to streamline MCP for Unity core development.
🛠️ Development Setup
Installing Development Dependencies
To contribute or run tests, you need to install the development dependencies using uv:
# Navigate to the server source directory
cd Server
# Install the package in editable mode with dev dependencies
uv pip install -e ".[dev]"
This installs:
- Runtime dependencies:
httpx,fastmcp,mcp,pydantic,tomli - Development dependencies:
pytest,pytest-asyncio
Running Tests
# From the server source directory
cd Server
uv run pytest tests/ -v
Or from the repo root:
# Using uv from the server directory
cd Server && uv run pytest tests/ -v
To run only integration tests:
uv run pytest tests/ -v -m integration
To run only unit tests:
uv run pytest tests/ -v -m unit
Code Coverage
Run tests with coverage tracking:
cd Server
uv run pytest tests/ --cov --cov-report=html --cov-report=term
# View HTML report
open htmlcov/index.html # macOS
xdg-open htmlcov/index.html # Linux
Coverage configuration is in Server/pyproject.toml under [tool.coverage.*].
🚀 Available Development Features
✅ Development Deployment Scripts
Quick deployment and testing tools for MCP for Unity core changes. Development Mode Toggle: Built-in Unity editor development features -> Now operating as Advanced Setting Hot Reload System: Real-time code updates without Unity restarts -> Roslyn Runtime_Compilation Custom Tools Plugin Development Kit: Tools for creating custom MCP for Unity extensions -> Custom Tools
🔄 Coming Soon
- Automated Testing Suite: Comprehensive testing framework for contributions
- Debug Dashboard: Advanced debugging and monitoring tools
Advanced Settings (Editor Window)
Use the MCP for Unity Editor window (Window > MCP for Unity) and open Advanced Settings inside the Settings tab to override tooling and deploy local code during development.
- UV/UVX Path Override: Point the UI to a specific
uv/uvxexecutable (e.g., from a custom install) when PATH resolution is wrong. Clear to fall back to auto-discovery. - Server Source Override: Set a local folder or git URL for the Python server (
uvx --from <url> mcp-for-unity). Clear to use the packaged default. - Dev Mode (Force fresh server install): When enabled, generated
uvxcommands add--no-cache --refreshbefore launching. This is slower, but avoids accidentally running a stale cached build while iterating onServer/. - Local Package Deployment: Pick a local
MCPForUnityfolder (must containEditor/andRuntime/) and click Deploy to Project to copy it over the currently installed package path (fromPackages/manifest.json/ Package Manager). A timestamped backup is stored underLibrary/MCPForUnityDeployBackups, and Restore Last Backup reverts the last deploy.
Tips:
- After deploy/restore, Unity will refresh scripts automatically; if in doubt, re-open the MCP window and confirm the target path label in Advanced Settings.
- Keep the source and target distinct (don’t point the source at the already-installed
PackageCachefolder). - Use git ignored working folders for rapid iteration; the deploy flow copies only
EditorandRuntime.
Switching MCP package sources quickly
Run this from the unity-mcp repo, not your game's root directory. Use mcp_source.py to quickly switch between different MCP for Unity package sources:
Usage:
python mcp_source.py [--manifest /path/to/manifest.json] [--repo /path/to/unity-mcp] [--choice 1|2|3]
Options:
- 1 Upstream main (CoplayDev/unity-mcp)
- 2 Remote current branch (origin + branch)
- 3 Local workspace (file: MCPForUnity)
After switching, open Package Manager and Refresh to re-resolve packages.
Development Deployment Scripts
These deployment scripts help you quickly test changes to MCP for Unity core code.
Scripts
deploy-dev.bat
Deploys your development code to the actual installation locations for testing.
What it does:
- Backs up original files to a timestamped folder
- Copies Unity Bridge code to Unity's package cache
- Copies Python Server code to the MCP installation folder
Usage:
- Run
deploy-dev.bat - Enter Unity package cache path (example provided)
- Enter server path (or use default:
%LOCALAPPDATA%\Programs\UnityMCP\UnityMcpServer\src) - Enter backup location (or use default:
%USERPROFILE%\Desktop\unity-mcp-backup)
Note: Dev deploy skips .venv, __pycache__, .pytest_cache, .mypy_cache, .git; reduces churn and avoids copying virtualenvs.
restore-dev.bat
Restores original files from backup.
What it does:
- Lists available backups with timestamps
- Allows you to select which backup to restore
- Restores both Unity Bridge and Python Server files
prune_tool_results.py
Compacts large tool_result blobs in conversation JSON into concise one-line summaries.
Usage:
python3 prune_tool_results.py < reports/claude-execution-output.json > reports/claude-execution-output.pruned.json
The script reads a conversation from stdin and writes the pruned version to stdout, making logs much easier to inspect or archive.
These defaults dramatically cut token usage without affecting essential information.
Finding Unity Package Cache Path
Unity stores Git packages under a version-or-hash folder. Expect something like:
X:\UnityProject\Library\PackageCache\com.coplaydev.unity-mcp@<version-or-hash>
Example (hash):
X:\UnityProject\Library\PackageCache\com.coplaydev.unity-mcp@272123cfd97e
To find it reliably:
- Open Unity Package Manager
- Select "MCP for Unity" package
- Right click the package and choose "Show in Explorer"
- That opens the exact cache folder Unity is using for your project
Note: In recent builds, the Python server sources are also bundled inside the package under Server. This is handy for local testing or pointing MCP clients directly at the packaged server.
Payload sizing & paging defaults (recommended)
Some Unity tool calls can return very large JSON payloads (deep hierarchies, components with full serialized properties). To keep MCP responses bounded and avoid Unity freezes/crashes, prefer paged + summary-first reads and fetch full properties only when needed.
manage_scene(action="get_hierarchy")
- Default behavior: returns a paged summary of either root GameObjects (no
parent) or direct children (parentspecified). It does not inline full recursive subtrees. - Paging params:
page_size: defaults to 50, clamped to 1..500cursor: defaults to 0next_cursor: returned as a string when more results remain;nullwhen complete
- Other safety knobs:
max_nodes: defaults to 1000, clamped to 1..5000include_transform: defaults to false
manage_gameobject(action="get_components")
- Default behavior: returns paged component metadata only (
typeName,instanceID). - Paging params:
page_size: defaults to 25, clamped to 1..200cursor: defaults to 0max_components: defaults to 50, clamped to 1..500next_cursor: returned as a string when more results remain;nullwhen complete
- Properties-on-demand:
include_propertiesdefaults to false- When
include_properties=true, the implementation enforces a conservative response-size budget (roughly ~250KB of JSON text) and may return fewer thanpage_sizeitems; usenext_cursorto continue.
Practical defaults (what we recommend in prompts/tests)
- Hierarchy roots: start with
page_size=50and follownext_cursor(usually 1–2 calls for big scenes). - Children: page by
parentwithpage_size=10..50(depending on expected breadth). - Components:
- Start with
include_properties=falseandpage_size=10..25 - When you need full properties, keep
include_properties=truewith a smallpage_size(e.g. 3..10) to bound peak payload sizes.
- Start with
MCP Bridge Stress Test
An on-demand stress utility exercises the MCP bridge with multiple concurrent clients while triggering real script reloads via immediate script edits (no menu calls required).
Script
tools/stress_mcp.py
What it does
- Starts N TCP clients against the MCP for Unity bridge (default port auto-discovered from
~/.unity-mcp/unity-mcp-status-*.json). - Sends lightweight framed
pingkeepalives to maintain concurrency. - In parallel, appends a unique marker comment to a target C# file using
manage_script.apply_text_editswith:options.refresh = "immediate"to force an import/compile immediately (triggers domain reload), andprecondition_sha256computed from the current file contents to avoid drift.
- Uses EOF insertion to avoid header/
using-guard edits.
Usage (local)
# Recommended: use the included large script in the test project
python3 tools/stress_mcp.py \
--duration 60 \
--clients 8 \
--unity-file "TestProjects/UnityMCPTests/Assets/Scripts/LongUnityScriptClaudeTest.cs"
Flags
--projectUnity project path (auto-detected to the included test project by default)--unity-fileC# file to edit (defaults to the long test script)--clientsnumber of concurrent clients (default 10)--durationseconds to run (default 60)
Expected outcome
- No Unity Editor crashes during reload churn
- Immediate reloads after each applied edit (no
Assets/Refreshmenu calls) - Some transient disconnects or a few failed calls may occur during domain reload; the tool retries and continues
- JSON summary printed at the end, e.g.:
{"port": 6400, "stats": {"pings": 28566, "applies": 69, "disconnects": 0, "errors": 0}}
Notes and troubleshooting
- Immediate vs debounced:
- The tool sets
options.refresh = "immediate"so changes compile instantly. If you only need churn (not per-edit confirmation), switch to debounced to reduce mid-reload failures.
- The tool sets
- Precondition required:
apply_text_editsrequiresprecondition_sha256on larger files. The tool reads the file first to compute the SHA.
- Edit location:
- To avoid header guards or complex ranges, the tool appends a one-line marker at EOF each cycle.
- Read API:
- The bridge currently supports
manage_script.readfor file reads. You may see a deprecation warning; it's harmless for this internal tool.
- The bridge currently supports
- Transient failures:
- Occasional
apply_errorsoften indicate the connection reloaded mid-reply. Edits still typically apply; the loop continues on the next iteration.
- Occasional
CI guidance
- Keep this out of default PR CI due to Unity/editor requirements and runtime variability.
- Optionally run it as a manual workflow or nightly job on a Unity-capable runner.
CI Test Workflow (GitHub Actions)
We provide a CI job to run a Natural Language Editing suite against the Unity test project. It spins up a headless Unity container and connects via the MCP bridge. To run from your fork, you need the following GitHub "secrets": an ANTHROPIC_API_KEY and Unity credentials (usually UNITY_EMAIL + UNITY_PASSWORD or UNITY_LICENSE / UNITY_SERIAL.) These are redacted in logs so never visible.
To run it
- Trigger: In GitHub "Actions" for the repo, trigger
workflow dispatch(Claude NL/T Full Suite (Unity live)). - Image:
UNITY_IMAGE(UnityCI) pulled by tag; the job resolves a digest at runtime. Logs are sanitized. - Execution: single pass with immediate per‑test fragment emissions (strict single
<testcase>per file). A placeholder guard fails fast if any fragment is a bare ID. Staging (reports/_staging) is promoted toreports/to reduce partial writes. - Reports: JUnit at
reports/junit-nl-suite.xml, Markdown atreports/junit-nl-suite.md. - Publishing: JUnit is normalized to
reports/junit-for-actions.xmland published; artifacts upload all files underreports/.
Test target script
- The repo includes a long, standalone C# script used to exercise larger edits and windows:
TestProjects/UnityMCPTests/Assets/Scripts/LongUnityScriptClaudeTest.csUse this file locally and in CI to validate multi-edit batches, anchor inserts, and windowed reads on a sizable script.
Adjust tests / prompts
- Edit
.claude/prompts/nl-unity-suite-t.mdto modify the NL/T steps. Follow the conventions: emit one XML fragment per test underreports/<TESTID>_results.xml, each containing exactly one<testcase>with anamethat begins with the test ID. No prologue/epilogue or code fences. - Keep edits minimal and reversible; include concise evidence.
Run the suite
- Push your branch, then manually run the workflow from the Actions tab.
- The job writes reports into
reports/and uploads artifacts. - The “JUnit Test Report” check summarizes results; open the Job Summary for full markdown.
View results
- Job Summary: inline markdown summary of the run on the Actions tab in GitHub
- Check: “JUnit Test Report” on the PR/commit.
- Artifacts:
claude-nl-suite-artifactsincludes XML and MD.
MCP Connection Debugging
- Enable debug logs in the MCP for Unity window (inside the Editor) to view connection status, auto-setup results, and MCP client paths. It shows:
- bridge startup/port, client connections, strict framing negotiation, and parsed frames
- auto-config path detection (Windows/macOS/Linux), uv/claude resolution, and surfaced errors
- In CI, the job tails Unity logs (redacted for serial/license/password/token) and prints socket/status JSON diagnostics if startup fails.
Workflow
- Make changes to your source code in this directory
- Deploy using
deploy-dev.bat - Test in Unity (restart Unity Editor first)
- Iterate - repeat steps 1-3 as needed
- Restore original files when done using
restore-dev.bat
Important Notes
Updating Tools and Manifest
When adding or modifying MCP tools in the Unity package:
- Tool definitions are located in the manifest.json file at the repository root
- The manifest.json version is automatically kept in sync with MCPForUnity/package.json during releases
- If you manually update tools outside of the release process, ensure to update the manifest.json version accordingly
- Use the comprehensive version update script:
python3 tools/update_versions.pyto sync all version references across the project
The update_versions.py script updates:
- MCPForUnity/package.json (Unity package version)
- manifest.json (MCP bundle manifest)
- Server/pyproject.toml (Python package version)
- Server/README.md (version references)
- README.md (fixed version examples)
- docs/i18n/README-zh.md (fixed version examples)
Usage examples:
# Update all files to match package.json version
python3 tools/update_versions.py
# Update all files to a specific version
python3 tools/update_versions.py --version 9.2.0
# Dry run to see what would be updated
python3 tools/update_versions.py --dry-run
Troubleshooting
"Path not found" errors running the .bat file
- Verify Unity package cache path is correct
- Check that MCP for Unity package is actually installed
- Ensure server is installed via MCP client
"Permission denied" errors
- Run cmd as Administrator
- Close Unity Editor before deploying
- Close any MCP clients before deploying
"Backup not found" errors
- Run
deploy-dev.batfirst to create initial backup - Check backup directory permissions
- Verify backup directory path is correct
Windows uv path issues
- On Windows, when testing GUI clients, prefer the WinGet Links
uv.exe; if multipleuv.exeexist, use "ChooseuvInstall Location" to pin the Links shim.
Domain Reload Tests Stall When Unity is Backgrounded
Tests that trigger script compilation mid-run (e.g., DomainReloadResilienceTests) may stall when Unity is not the active window. This is an OS-level limitation—macOS throttles background application main threads, preventing compilation from completing.
Workarounds:
- Run domain reload tests with Unity foregrounded
- Run them first in the test suite (before backgrounding Unity)
- Use the
[Explicit]attribute to exclude them from default runs
Note: The MCP workflow itself is unaffected—socket messages provide external stimulus that keeps Unity responsive even when backgrounded. This limitation only affects Unity's internal test coroutine waits.
