Go to file
dsarno cb4e2c9ef7
Fix HTTP/Stdio Transport UX and Test Bug (#530)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white

* Auto-format Python code

* Remove unused Python module

* Refactored VFX functionality into multiple files

Tested everything, works like a charm

* Rename ManageVfx folder to just Vfx

We know what it's managing

* Clean up whitespace on plugin tools and resources

* Make ManageGameObject less of a monolith by splitting it out into different files

* Remove obsolete FindObjectByInstruction method

We also update the namespace for ManageVFX

* Add local test harness for fast developer iteration

Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.

Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport

Usage:
  ./scripts/local-test/setup.sh           # One-time setup
  ./scripts/local-test/quick-test.sh NL-0 # Run single test
  ./scripts/local-test/run-nl-suite-local.sh  # Full suite

See scripts/local-test/README.md for details.

Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)

* Fix issue #525: Save dirty scenes for all test modes

Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.

This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.

* refactor: Consolidate editor state resources into single canonical implementation

Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.

* Validate editor state with Pydantic models in both C# and Python

Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.

* Consolidate run_tests and run_tests_async into single async implementation

Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.

* Validate test job responses with Pydantic models in Python

* Change resources URI from unity:// to mcpforunity://

It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name

* Update README with all tools + better listing for resources

* Update other references to resources

* Updated translated doc - unfortunately I cannot verify

* Update the Chinese translation of the dev docks

* Change menu item from Setup Window to Local Setup Window

We now differentiate whether it's HTTP local or remote

* Fix URIs for menu items and tests

* Shouldn't have removed it

* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub

The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.

Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.

* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion

Dry-run validation now validates value formats, not just property existence:

- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
  each keyframe is an object, validates numeric fields (time, value, inSlope,
  outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
  structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric

Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat

Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).

Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.

* test: fix integration tests after merge

- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
  get_editor_state commands (refresh_unity internally calls get_editor_state
  when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
  'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
  Pydantic model instead of dict (use model_dump() for assertions)

* Update warning message to apply to all test modes

Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.

* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection

When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.

Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.

Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds

* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility

* revert: remove local test harness - will be submitted in separate PR

* fix: stdio transport survives test runs without UI flicker

Root cause: WriteToConfigTests.TearDown() was unconditionally deleting
UseHttpTransport EditorPref even when tests were skipped on Windows
(NUnit runs TearDown even after Assert.Ignore).

Changes:
- Fix WriteToConfigTests to save/restore prefs instead of deleting
- Add centralized ShouldForceUvxRefresh() for local dev path detection
- Clean stale Python build/ artifacts before client configuration
- Improve reload handler flag management to prevent stuck Resuming state
- Show Resuming status during stdio bridge restart
- Initialize client config display on window open
- Add DevModeForceServerRefresh to EditorPrefs window known types

---------

Co-authored-by: Marcus Sanatan <msanatan@gmail.com>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-07 23:33:22 -04:00
.claude v9 pre-release pruning (#528) 2026-01-07 18:51:51 -04:00
.github v9 pre-release pruning (#528) 2026-01-07 18:51:51 -04:00
CustomTools/RoslynRuntimeCompilation [FEATURE] Custom Tool Fix and Add inspection window for all the tools (#414) 2025-12-07 19:38:32 -05:00
MCPForUnity Fix HTTP/Stdio Transport UX and Test Bug (#530) 2026-01-07 23:33:22 -04:00
Server v9 pre-release pruning (#528) 2026-01-07 18:51:51 -04:00
TestProjects Fix HTTP/Stdio Transport UX and Test Bug (#530) 2026-01-07 23:33:22 -04:00
docs v9 pre-release pruning (#528) 2026-01-07 18:51:51 -04:00
scripts Improved ci prompt testing suite (#270) 2025-09-07 15:47:56 -07:00
tools v9 pre-release pruning (#528) 2026-01-07 18:51:51 -04:00
.dockerignore HTTP Server, uvx, C# only custom tools (#375) 2025-11-24 23:21:06 -04:00
.gitignore 🎮 GameObject Toolset Redesign and Streamlining (#518) 2026-01-06 10:13:45 -08:00
LICENSE chore: update package metadata and license to CoplayDev organization 2025-08-08 15:54:43 -04:00
README-zh.md v9 pre-release pruning (#528) 2026-01-07 18:51:51 -04:00
README.md v9 pre-release pruning (#528) 2026-01-07 18:51:51 -04:00
claude_skill_unity.zip Claude Skill Example Upload (#380) 2025-12-02 00:43:22 -05:00
deploy-dev.bat [FEATURE] Camera Capture (#449) 2025-12-09 19:00:30 -05:00
docker-compose.yml HTTP Server, uvx, C# only custom tools (#375) 2025-11-24 23:21:06 -04:00
mcp_source.py HTTP Server, uvx, C# only custom tools (#375) 2025-11-24 23:21:06 -04:00
prune_tool_results.py Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
restore-dev.bat HTTP Server, uvx, C# only custom tools (#375) 2025-11-24 23:21:06 -04:00
test_unity_socket_framing.py Autoformat (#297) 2025-09-30 16:25:33 -04:00

README.md

MCP for Unity
English 简体中文

Proudly sponsored and maintained by Coplay -- the best AI assistant for Unity.

Discord Unity Asset Store python GitHub commit activity GitHub Issues or Pull Requests

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.

MCP for Unity building a scene

💬 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, search, etc.).
  • manage_editor: Controls editor state (play mode, active tool, tags, layers).
  • manage_gameobject: Manages GameObjects (create, modify, delete, find, duplicate, move).
  • manage_components: Manages components on GameObjects (add, remove, set properties).
  • manage_material: Manages materials (create, set properties, colors, assign to renderers).
  • manage_prefabs: Performs prefab operations (open/close stage, save, create from GameObject).
  • manage_scene: Manages scenes (load, save, create, get hierarchy, screenshot).
  • manage_script: Legacy script operations (create, read, delete). Prefer apply_text_edits or script_apply_edits.
  • manage_scriptable_object: Creates and modifies ScriptableObject assets.
  • manage_shader: Shader CRUD operations (create, read, modify, delete).
  • manage_vfx: VFX effect operations, including line/trail renderer, particle system, and VisualEffectGraph (in development).
  • batch_execute: RECOMMENDED - Executes multiple commands in one batch for 10-100x better performance. Use this for any repetitive operations.
  • find_gameobjects: Search for GameObjects by name, tag, layer, component, path, or ID (paginated).
  • find_in_file: Search a C# script with a regex pattern and return matching line numbers and excerpts.
  • read_console: Gets messages from or clears the Unity console.
  • refresh_unity: Request asset database refresh and optional compilation.
  • run_tests: Starts tests asynchronously, returns job_id for polling.
  • get_test_job: Polls an async test job for progress and results.
  • debug_request_context: Return the current request context details (client_id, session_id, and meta dump).
  • execute_custom_tool: Execute project-scoped custom tools registered by Unity.
  • execute_menu_item: Executes Unity Editor menu items (e.g., "File/Save Project").
  • set_active_instance: Routes tool calls to a specific Unity instance. Requires Name@hash from unity_instances.
  • apply_text_edits: Precise text edits with line/column ranges and precondition hashes.
  • 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.
  • 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 metadata for a Unity C# script without returning contents.
Resources

Your LLM can retrieve the following resources:

  • custom_tools [mcpforunity://custom-tools]: Lists custom tools available for the active Unity project.
  • unity_instances [mcpforunity://instances]: Lists all running Unity Editor instances with details (name, path, hash, status, session).
  • menu_items [mcpforunity://menu-items]: All available menu items in the Unity Editor.
  • get_tests [mcpforunity://tests]: All available tests (EditMode + PlayMode) in the Unity Editor.
  • get_tests_for_mode [mcpforunity://tests/{mode}]: All available tests for a specific mode (EditMode or PlayMode).
  • gameobject_api [mcpforunity://scene/gameobject-api]: Documentation for GameObject resources and how to use find_gameobjects tool.
  • gameobject [mcpforunity://scene/gameobject/{instance_id}]: Read-only access to GameObject data (name, tag, transform, components, children).
  • gameobject_components [mcpforunity://scene/gameobject/{instance_id}/components]: Read-only access to all components on a GameObject with full property serialization.
  • gameobject_component [mcpforunity://scene/gameobject/{instance_id}/component/{component_name}]: Read-only access to a specific component's properties.
  • editor_active_tool [mcpforunity://editor/active-tool]: Currently active editor tool (Move, Rotate, Scale, etc.) and transform handle settings.
  • editor_prefab_stage [mcpforunity://editor/prefab-stage]: Current prefab editing context if a prefab is open in isolation mode.
  • editor_selection [mcpforunity://editor/selection]: Detailed information about currently selected objects in the editor.
  • editor_state [mcpforunity://editor/state]: Editor readiness snapshot with advice and staleness info.
  • editor_windows [mcpforunity://editor/windows]: All currently open editor windows with titles, types, positions, and focus state.
  • project_info [mcpforunity://project/info]: Static project information (root path, Unity version, platform).
  • project_layers [mcpforunity://project/layers]: All layers defined in TagManager with their indices (0-31).
  • project_tags [mcpforunity://project/tags]: All tags defined in TagManager.
---

How It Works

MCP for Unity connects your tools using two components:

  1. MCP for Unity Bridge: A Unity package running inside the Editor. (Installed via Package Manager).
  2. 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.
image

Installation ⚙️

Prerequisites

If you are not installing via the Unity Asset Store, you will need to install the following:

  • Python: Version 3.10 or newer. Download Python
  • 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/
    

All installations require these:

[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
  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
  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.


🌟 Step 1: Install the Unity Package

To install via the Unity Asset Store

  1. In your browser, navigate to https://assetstore.unity.com/packages/tools/generative-ai/mcp-for-unity-ai-driven-development-329908
  2. Click Add to My Assets.
  3. In the Unity Editor, go toWindow > Package Manager.
  4. Download and import the asset to your project

To install via Git URL

  1. Open your Unity project.
  2. Go to Window > Package Manager.
  3. Click + -> Add package from git URL....
  4. Enter:
    https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity
    
  5. 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

  1. Install the OpenUPM CLI
  2. Open a terminal (PowerShell, Terminal, etc.) and navigate to your Unity project directory
  3. 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:

  1. Open Window > MCP for Unity.
  2. Make sure the Transport dropdown is set to HTTP Local (default) and the HTTP URL is what you want (defaults to http://localhost:8080).
  3. Click Start Server. Unity spawns a new operating-system terminal running uv ... server.py --transport http.
  4. 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 Stdio and 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)

  1. In Unity, go to Window > MCP for Unity.
  2. Select your Client/IDE from the dropdown.
  3. Click the Configure Button. (Or the Configure All Detected Clients button will try to configure every client it finds, but takes longer.)
  4. Look for a green status indicator 🟢 and "Connected ✓". (This writes the HTTP url pointing at the server you launched in Step 2.)
Client-specific troubleshooting
  • VSCode: uses Code/User/mcp.json with top-level servers.unityMCP, "type": "http", and the URL from Step 2. On Windows, MCP for Unity still prefers an absolute uv.exe path when you switch back to stdio.
  • Cursor / Windsurf (help link): if uv is missing, the MCP for Unity window shows "uv Not Found" with a quick [HELP] link and a "Choose uv Install Location" button.
  • Claude Code (help link): if claude isn'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:

  1. 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
  2. Edit the file to add/update the mcpServers section 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 ▶️

  1. 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.

  2. 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.

  3. 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.

💡 Performance Tip: Use batch_execute

When performing multiple operations, use the batch_execute tool instead of calling tools one-by-one. This dramatically reduces latency and token costs (supports up to 25 commands per batch):

❌ Slow: Create 5 cubes → 5 separate manage_gameobject calls
✅ Fast: Create 5 cubes → 1 batch_execute call with 5 commands

❌ Slow: Find objects, then add components to each → N+M separate calls  
✅ Fast: Find objects, then add components → 1 find + 1 batch with M component adds

Example prompt: "Create 10 colored cubes in a grid using batch_execute"

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:

  1. List available instances: Ask your LLM to check the unity_instances resource
  2. Set the active instance: Use set_active_instance with the exact Name@hash shown (e.g., MyProject@abc123)
  3. 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

  1. Fork the main repository.
  2. Create an issue to discuss your idea or bug.
  3. Create a branch (feature/your-idea or bugfix/your-fix).
  4. Make changes.
  5. Commit (feat: Add cool new feature).
  6. Push your branch.
  7. 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=true environment 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
    • Verify uv: Make sure uv is 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

Star History Chart

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.)

Coplay

Disclaimer

This project is a free and open-source tool for the Unity Editor, and is not affiliated with Unity Technologies.