* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
|
||
|---|---|---|
| .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, 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). Preferapply_text_editsorscript_apply_edits.manage_scriptable_object: Creates and modifies ScriptableObject assets.manage_shader: Shader CRUD operations (create, read, modify, delete).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).read_console: Gets messages from or clears the Unity console.refresh_unity: Request asset database refresh and optional compilation.run_tests_async: Starts tests asynchronously, returns 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).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. RequiresName@hashfromunity_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: Lists custom tools available for the active Unity project.unity_instances: Lists all running Unity Editor instances with details (name, path, hash, status, session).menu_items: All available menu items in the Unity Editor.tests: All available tests (EditMode, PlayMode) in the Unity Editor.gameobject_api: Documentation for GameObject resources and how to usefind_gameobjectstool.unity://scene/gameobject/{instanceID}: Read-only access to GameObject data (name, tag, transform, components, children).unity://scene/gameobject/{instanceID}/components: Read-only access to all components on a GameObject with full property serialization.unity://scene/gameobject/{instanceID}/component/{componentName}: Read-only access to a specific component's properties.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 (play mode, compilation, active scene, selection).editor_state_v2: Canonical editor readiness snapshot with advice and staleness info.editor_windows: All currently open editor windows with titles, types, positions, and focus state.project_info: Static project information (root path, Unity version, platform).project_layers: All layers defined in TagManager with their indices (0-31).project_tags: All tags defined in 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.
💡 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:
❌ 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:
- 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.