unity-mcp/MCPForUnity
dsarno fe4cae7241
feat: Add `manage_material` tool for dedicated material manipulation (#440)
* WIP: Material management tool implementation and tests

- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing

* refactor: unify material property logic into MaterialOps

- Move  and  logic from  to
- Update  to delegate to
- Update  to use enhanced  for creation and property setting
- Add texture path loading support to

* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action

* Refactor ManageMaterial and fix code review issues

- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts

* Remove test scene

* remove extra mat

* Remove unnecessary SceneTemplateSettings.json

* Remove unnecessary SceneTemplateSettings.json

* Fix MaterialOps issues

* Fix: Case-insensitive material property lookup and missing HasProperty checks

* Rabbit fixes

* Improve material ops logging and test coverage

* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility

* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)

* Add manage_material tool documentation and fix MaterialOps texture property checks

- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps

* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-07 19:39:52 -08:00
..
Editor feat: Add `manage_material` tool for dedicated material manipulation (#440) 2025-12-07 19:39:52 -08:00
Runtime Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
Editor.meta Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
README.md HTTP Server, uvx, C# only custom tools (#375) 2025-11-24 23:21:06 -04:00
README.md.meta Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
Runtime.meta Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
package.json chore: bump version to 8.1.6 2025-12-04 21:20:37 +00:00
package.json.meta Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00

README.md

MCP for Unity — Editor Plugin Guide

Use this guide to configure and run MCP for Unity inside the Unity Editor. Installation is covered elsewhere; this document focuses on the Editor window, client configuration, and troubleshooting.

Open the window

  • Unity menu: Window > MCP for Unity

The window has four areas: Server Status, Unity Bridge, MCP Client Configuration, and Script Validation.


Quick start

  1. Open Window > MCP for Unity.
  2. Click “Auto-Setup”.
  3. If prompted:
    • Select the packaged server folder (Server) if you want to run the bundled implementation.
    • Install Python and/or uv/uvx if missing so the server can be managed locally.
    • For Claude Code, ensure the claude CLI is installed.
  4. Click “Start Bridge” if the Unity Bridge shows “Stopped”.
  5. Use your MCP client (Cursor, VS Code, Windsurf, Claude Code) to connect.

Server Status

  • Status dot and label:
    • Installed / Installed (Embedded) / Not Installed.
  • Mode and ports:
    • Mode: Auto or Standard.
    • Ports: Unity (varies; shown in UI), MCP 6500.
  • Actions:
    • Auto-Setup: Registers/updates your selected MCP client(s), ensures bridge connectivity. Shows “Connected ✓” after success.
    • Rebuild MCP Server: Rebuilds the Python based MCP server
    • Select server folder…: Choose the folder containing server.py.
    • Verify again: Re-checks server presence.
    • If Python isnt detected, use “Open Install Instructions”.
  • HTTP Server Command foldout:
    • Expands to display the exact uvx command Unity will run.
    • Includes a copy button and the “Start Local HTTP Server” action so you can launch or reuse the command elsewhere.

Unity Bridge

  • Shows Running or Stopped with a status dot.
  • Start/Stop Bridge button toggles the Unity bridge process used by MCP clients to talk to Unity.
  • Tip: After Auto-Setup, the bridge may auto-start in Auto mode.

MCP Client Configuration

  • Select Client: Choose your target MCP client (e.g., Cursor, VS Code, Windsurf, Claude Code).
  • Per-client actions:
    • Cursor / VS Code / Windsurf:
      • Auto Configure: Writes/updates your config to launch the server via uvx with the current package version:
        • Command: uvx (or your overridden path)
        • Args: --from mcp-for-unity
      • Manual Setup: Opens a window with a pre-filled JSON snippet to copy/paste into your client config.
      • Choose UV Install Location: If uv/uvx isnt on PATH, select the executable.
      • A compact “Config:” line shows the resolved config file name once uv/server are detected.
    • Claude Code:
      • Register with Claude Code / Unregister MCP for Unity with Claude Code.
      • If the CLI isnt found, click “Choose Claude Install Location”.
      • The window displays the resolved Claude CLI path when detected.

Notes:

  • The UI shows a status dot and a short status text (e.g., “Configured”, “uv Not Found”, “Claude Not Found”).
  • Use “Auto Configure” for one-click setup; use “Manual Setup” when you prefer to review/copy config.

Script Validation

  • Validation Level options:
    • Basic — Only syntax checks
    • Standard — Syntax + Unity practices
    • Comprehensive — All checks + semantic analysis
    • Strict — Full semantic validation (requires Roslyn)
  • Pick a level based on your projects needs. A description is shown under the dropdown.

Troubleshooting


Tips

  • Use Cmd+Shift+M (macOS) / Ctrl+Shift+M (Windows, Linux) to toggle the MCP for Unity window.
  • Enable “Show Debug Logs” in the header for more details in the Console when diagnosing issues.