Unity MCP acts as a bridge, allowing AI assistants (like Claude, Cursor) 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.
- ✓Open-source license (MIT)
- ✓Actively maintained (<30d)
- ✓Healthy fork ratio
- ✓Clear description
- ✓Topics declared
- ✓Mature repo (>1y old)
{
"mcpServers": {
"unity-mcp": {
"command": "node",
"args": ["/path/to/unity-mcp/dist/index.js"]
}
}
}~/Library/Application Support/Claude/claude_desktop_config.json (Mac) or %APPDATA%\Claude\claude_desktop_config.json (Windows).<placeholder> values with your API keys or paths.MCP Servers overview
<img width="676" height="380" alt="MCP for Unity" src="docs/images/logo.png" />
| [English](README.md) | [简体中文](docs/i18n/README-zh.md) |
|----------------------|---------------------------------|
#### Proudly sponsored and maintained by [Coplay](https://www.coplay.dev/?ref=unity-mcp) -- the best AI assistant for Unity.
[](https://discord.gg/y4p8KfzrN4)
[](https://www.coplay.dev/?ref=unity-mcp)
[](https://unity.com/releases/editor/archive)
[](https://assetstore.unity.com/packages/tools/generative-ai/mcp-for-unity-ai-driven-development-329908)
[](https://www.python.org)
[](https://modelcontextprotocol.io/introduction)
[](https://opensource.org/licenses/MIT)
**Create your Unity apps with LLMs!** MCP for Unity bridges AI assistants (Claude, Claude Code, Cursor, VS Code, etc.) with your Unity Editor via the [Model Context Protocol](https://modelcontextprotocol.io/introduction). Give your LLM the tools to manage assets, control scenes, edit scripts, and automate tasks.
<img alt="MCP for Unity building a scene" src="docs/images/building_scene.gif">
<details>
<summary><strong>Recent Updates</strong></summary>
* **v9.6.3 (beta)** — New `manage_profiler` tool (14 actions): Profiler session control (start/stop/status/set areas), frame timing and counter reads, object memory queries, memory snapshots (take/list/compare via com.unity.memoryprofiler), and Frame Debugger (enable/disable/get events). Group: `profiling`.
* **v9.6.2** — New `manage_physics` tool (21 actions): physics settings, layer collision matrix, physics materials, joints (5 3D + 9 2D types), queries (raycast, raycast_all, linecast, shapecast, overlap), force application (AddForce/AddTorque/AddExplosionForce), rigidbody configuration, scene-wide validation, and edit-mode simulation. Full 3D and 2D support.
* **v9.6.1** — QoL extensions: `manage_editor` gains undo/redo actions. `manage_scene` gains multi-scene editing (additive load, close, set active, move GO between scenes), scene templates (3d_basic, 2d_basic, etc.), and scene validation with auto-repair. New `manage_build` tool: trigger player builds, switch platforms, configure player settings, manage build scenes and profiles (Unity 6+), run batch builds across multiple platforms, and async job tracking with polling. New `MaxPollSeconds` infrastructure for long-running tool operations.
* **v9.5.4** — New `unity_reflect` and `unity_docs` tools for API verification: inspect live C# APIs via reflection and fetch official Unity documentation (ScriptReference, Manual, package docs). New `manage_packages` tool: install, remove, search, and manage Unity packages and scoped registries. Includes input validation, dependency checks on removal, and git URL warnings.
* **v9.5.3** — New `manage_graphics` tool (33 actions): volume/post-processing, light baking, rendering stats, pipeline settings, URP renderer features. 3 new resources: `volumes`, `rendering_stats`, `renderer_features`.
* **v9.5.2** — New `manage_camera` tool with Cinemachine support (presets, priority, noise, blending, extensions), `cameras` resource, priority persistence fix via SerializedProperty.
<details>
<summary>Older releases</summary>
* **v9.4.8** — New editor UI, real-time tool toggling via `manage_tools`, skill sync window, multi-view screenshot, one-click Roslyn installer, Qwen Code & Gemini CLI clients, ProBuilder mesh editing via `manage_probuilder`.
* **v9.4.7** — Per-call Unity instance routing, macOS pyenv PATH fix, domain reload resilience for script tools.
* **v9.4.6** — New `manage_animation` tool, Cline client support, stale connection detection, tool state persistence across reloads.
* **v9.4.4** — Configurable `batch_execute` limits, tool filtering by session state, IPv6/IPv4 loopback fixes.
</details>
</details>
---
## Quick Start
### Prerequisites
* **Unity 2021.3 LTS+** — [Download Unity](https://unity.com/download)
* **Python 3.10+** and **uv** — [Install uv](https://docs.astral.sh/uv/getting-started/installation/)
* **An MCP Client** — [Claude Desktop](https://claude.ai/download) | [Claude Code](https://docs.anthropic.com/en/docs/claude-code) | [Cursor](https://www.cursor.com/en/downloads) | [VS Code Copilot](https://code.visualstudio.com/docs/copilot/overview) | [GitHub Copilot CLI](https://docs.github.com/en/copilot/concepts/agents/about-copilot-cli) | [OpenClaw](https://openclaw.ai)
### 1. Install the Unity Package
In Unity: `Window > Package Manager > + > Add package from git URL...`
> [!TIP]
> ```text
> https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main
> ```
**Want the latest beta?** Use the beta branch:
```text
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#beta
```
<details>
<summary>Other install options (Asset Store, OpenUPM)</summary>
**Unity Asset Store:**
1. Visit [MCP for Unity on the Asset Store](https://assetstore.unity.com/packages/tools/generative-ai/mcp-for-unity-ai-driven-development-329908)
2. Click `Add to My Assets`, then import via `Window > Package Manager`
**OpenUPM:**
```bash
openupm add com.coplaydev.unity-mcp
```
</details>
### 2. Start the Server & Connect
1. In Unity: `Window > MCP for Unity`
2. Click **Start Server** (launches HTTP server on `localhost:8080`)
3. Select your MCP Client from the dropdown and click **Configure**
4. Look for 🟢 "Connected ✓"
5. **Connect your client:** Some clients (Cursor, Antigravity, OpenClaw) require enabling an MCP toggle or plugin in settings. OpenClaw also needs the `openclaw-mcp-bridge` plugin enabled and follows the currently selected MCP for Unity transport (`HTTP` or `stdio`). Others (Claude Desktop, Claude Code) auto-connect after configuration.
**That's it!** Try a prompt like: *"Create a red, blue and yellow cube"* or *"Build a simple player controller"*
---
<details>
<summary><strong>Features & Tools</strong></summary>
### 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** — Works with various MCP Clients
### Available Tools
`apply_text_edits` • `batch_execute` • `create_script` • `debug_request_context` • `delete_script` • `execute_custom_tool` • `execute_menu_item` • `find_gameobjects` • `find_in_file` • `get_sha` • `get_test_job` • `manage_animation` • `manage_asset` • `manage_build` • `manage_camera` • `manage_components` • `manage_editor` • `manage_gameobject` • `manage_graphics` • `manage_material` • `manage_packages` • `manage_physics` • `manage_prefabs` • `manage_probuilder` • `manage_profiler` • `manage_scene` • `manage_script` • `manage_script_capabilities` • `manage_scriptable_object` • `manage_shader` • `manage_texture` • `manage_tools` • `manage_ui` • `manage_vfx` • `read_console` • `refresh_unity` • `run_tests` • `script_apply_edits` • `set_active_instance` • `unity_docs` • `unity_reflect` • `validate_script`
### Available Resources
`cameras` • `custom_tools` • `renderer_features` • `rendering_stats` • `volumes` • `editor_active_tool` • `editor_prefab_stage` • `editor_selection` • `editor_state` • `editor_windows` • `gameobject` • `gameobject_api` • `gameobject_component` • `gameobject_components` • `get_tests` • `get_tests_for_mode` • `menu_items` • `prefab_api` • `prefab_hierarchy` • `prefab_info` • `project_info` • `project_layers` • `project_tags` • `tool_groups` • `unity_instances`
**Performance Tip:** Use `batch_execute` for multiple operations — it's 10-100x faster than individual calls!
</details>
<details>
<summary><strong>Manual Configuration</strong></summary>
If auto-setup doesn't work, add this to your MCP client's config file:
**HTTP (default — works with Claude Desktop, Cursor, Windsurf):**
```json
{
"mcpServers": {
"unityMCP": {
"url": "http://localhost:8080/mcp"
}
}
}
```
**VS Code:**
```json
{
"servers": {
"unityMCP": {
"type": "http",
"url": "http://localhost:8080/mcp"
}
}
}
```
<details>
<summary>Stdio configuration (uvx)</summary>
**macOS/Linux:**
```json
{
"mcpServers": {
"unityMCP": {
"command": "uvx",
"args": ["--from", "mcpforunityserver", "mcp-for-unity", "--transport", "stdio"]
}
}
}
```
**Windows:**
```json
{
"mcpServers": {
"unityMCP": {
"command": "C:/Users/YOUR_USERNAME/AppData/Local/Microsoft/WinGet/Links/uvx.exe",
"args": ["--from", "mcpforunityserver", "mcp-for-unity", "--transport", "stdio"]
}
}
}
```
</details>
</details>
<details>
<summary><strong>Multiple Unity Instances</strong></summary>
MCP for Unity supports multiple Unity Editor instances. To target a specific one:
1. Ask your LLM to check the `unity_instances` resource
2. Use `set_active_instance` with the `Name@hash` (e.g., `MyProject@abc123`)
3. All subsequent tools route to that instance
</details>
<details>
<summary><strong>Roslyn Script Validation (Advanced)</strong></summary>
For **Strict** validation that catches undefined namespaces, types, and methods:
1. Install [NuGetForUnity](https://github.com/GlitchEnzo/NuGetForUnity)
2. `Window > NuGet Package Manager` → Install `Microsoft.CodeAnalysis` v5.0
3. Also install `SQLitePCLRaw.core` and `SQLitePCLRaw.bundle_e_sqlite3` v3.0.2
4. Add `USE_ROSLYN` to `Player Settings > Scripting Define Symbols`
5. Restart Unity
<details>
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