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unity MCP Server

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47/100
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Last scanned: 6/11/2026
Install in Claude Code / Claude Desktop
Method: Manual
Claude Code CLI
git clone https://github.com/rachitkumarrastogi/unity-mcp-server
claude_desktop_config.json (Claude Desktop)
{
  "mcpServers": {
    "unity": {
      "command": "node",
      "args": ["/path/to/unity-mcp-server/dist/index.js"]
    }
  }
}
1. Run the command above in your terminal (Claude Code), or paste the JSON config into claude_desktop_config.json (Claude Desktop).
2. Replace any <placeholder> values with your API keys or paths.
3. Restart Claude. The MCP server and its tools appear automatically.
💡 Clone https://github.com/rachitkumarrastogi/unity-mcp-server and follow its README for install instructions.
Use cases

MCP Servers overview

# Unity MCP Server

**MCP server for Unity** — Gives AI assistants structured access to your Unity project from any MCP-capable IDE or app. No Unity Editor required.

[![npm version](https://img.shields.io/npm/v/unity-mcp-server.svg)](https://www.npmjs.com/package/unity-mcp-server) [![MCP Registry](https://img.shields.io/badge/MCP_Registry-View_this_server-6e7681?style=flat-square&labelColor=24292f)](https://registry.modelcontextprotocol.io/?q=unity-mcp-server)

<p align="center">
  <img src="https://raw.githubusercontent.com/rachitkumarrastogi/unity-mcp-server/main/assets/unity-mcp-server-diagram.png" alt="Cursor / IDE → Unity MCP Server → Unity Project" width="720">
</p>

Your IDE talks to this server; the server reads your Unity project folder and answers with project info, build scenes, scripts, prefabs, and more — so the AI can help without opening the Editor.

---

## Overview

- **Editor-free** — Reads only from the project filesystem.
- **One server, many projects** — Set `UNITY_PROJECT_PATH` per project in your MCP config.
- **MCP-native** — Works with any client that supports the [Model Context Protocol](https://modelcontextprotocol.io/) (tools over stdio).

---

## Supported IDEs and clients

This server uses the standard **MCP protocol over stdio** and exposes **tools**. Any IDE or app that can run an MCP server and pass environment variables will work. Commonly used clients include:

| Client | Notes |
|--------|--------|
| **Cursor** | Add server to MCP settings; set `UNITY_PROJECT_PATH` in `env`. |
| **Claude Desktop** | Add to `claude_desktop_config.json`; same command + env pattern. |
| **Claude Code** | MCP support including tools. |
| **VS Code** | Use an MCP extension (e.g. GenAI / Copilot MCP); configure server and `UNITY_PROJECT_PATH`. |
| **Windsurf** | Add MCP server with command and env. |
| **Continue** | Configure MCP server in Continue settings. |
| **Cline** | MCP tools and resources. |
| **Other** | Any client that supports MCP tools over stdio (e.g. Zed, Roo Code, LibreChat, custom agents). |

Configuration is the same everywhere: **command** = `node`, **args** = path to `dist/index.js`, **env** = `UNITY_PROJECT_PATH` = your Unity project root. See [Configuration](#configuration-cursor) below for a Cursor example; other clients use the same structure in their own config format.

---

## Tools

Expand a category below to see the tools it includes.

| | | | |
|:--|:--|:--|:--|
| [📦 Project & build](#project-build) | [💻 Code & assemblies](#code-assemblies) | [🎬 Scenes & prefabs](#scenes-prefabs) | [📁 Assets & references](#assets-references) |
| [🎨 Materials & shaders](#materials-shaders) | [🎞️ Animation](#animation) | [🖼️ 2D & sprites](#2d-sprites) | [✨ Rendering](#rendering) |
| [📝 TextMeshPro & UI](#textmeshpro-ui) | [🎮 Input](#input) | [🏷️ Tags & layers](#tags-layers) | [🌐 Addressables & localization](#addressables-localization) |
| [🔊 Audio](#audio) | [🧪 Testing & docs](#testing-docs) | [🔄 CI & version control](#ci-version-control) | [🔌 Integrations](#integrations) |
| [⚡ Speed & productivity](#speed) | [🔍 Meta](#meta) | [🤖 AI & ML](#ai-ml) | |

---

<details open id="project-build">
<summary><strong>📦 Project & build</strong></summary>

| Tool | Description | Example prompt to type |
|------|-------------|-------------------------|
| `get_project_info` | Path, Unity version, build scene count, player/product name | *"What's my project path and Unity version?"* · *"Show build scene count and player name"* |
| `list_build_scenes` | Scenes in EditorBuildSettings (build order) | *"Which scenes are in the build?"* · *"List build scenes in order"* |
| `get_player_settings` | Product name, company, bundle ID, version | *"What are the player settings?"* · *"Show bundle ID and company name"* |
| `list_packages` | Packages from manifest.json | *"List installed Unity packages"* |
| `get_quality_settings` | Quality levels | *"What are the quality settings?"* |
| `get_scripting_defines` | Global and per-assembly defines | *"Show scripting defines"* · *"What defines are set per assembly?"* |
| `get_physics_settings` | Physics / Physics2D settings | *"What are the physics settings?"* |
| `get_graphics_settings` | Graphics settings (GraphicsSettings.asset) | *"Show graphics settings"* |
| `get_time_settings` | Time / fixed timestep (TimeManager.asset) | *"What's the fixed timestep?"* · *"Show time settings"* |
| `get_build_target_info` | Active build target / platform | *"What's the current build target?"* |
| `get_feature_set_inference` | Infer Unity 6 feature sets from packages (2D, ECS, AR, etc.) | *"What feature sets does this project use?"* |
| `get_project_version` | Bundle version | *"What's the bundle version?"* |
| `get_changelog` | CHANGELOG contents | *"Show the changelog"* |
| `get_audio_settings` | AudioManager.asset (global volume, reverb, DSP buffer) | *"What are the audio settings?"* |
| `get_navigation_settings` | NavMesh/agent settings from ProjectSettings | *"Show NavMesh / navigation settings"* |
| `get_xr_settings` | XR/VR project settings | *"What XR or VR settings are configured?"* |
| `get_script_execution_order` | Script execution order (MonoManager) | *"Show script execution order"* |
| `get_version_control_settings` | Serialization mode, visible meta files | *"What's the version control / serialization setup?"* |
| `get_layer_collision_matrix` | Layer collision matrix and layer names | *"Show layer collision matrix"* · *"What layers collide?"* |
| `get_cloud_services_config` | Unity Cloud / Unity Connect config | *"Is Unity Cloud configured?"* |
| `get_package_dependency_graph` | Package dependency graph (manifest + lock) | *"Show package dependency graph"* |
| `list_package_samples` | Samples folders under Packages | *"List package samples"* |
| `list_unity_hub_projects` | List Unity projects from Unity Hub (no project path required) | *"List my Unity Hub projects"* |

</details>

<details id="code-assemblies">
<summary><strong>💻 Code & assemblies</strong></summary>

| Tool | Description | Example prompt to type |
|------|-------------|-------------------------|
| `list_assemblies` | Assembly definitions with references, platforms | *"List assembly definitions"* |
| `get_assembly_for_path` | Assembly that contains a given script or folder path | *"Which assembly contains Assets/Scripts/Player.cs?"* |
| `list_scripts_by_assembly` | C# script paths in a given assembly (by name or asmdef path) | *"List scripts in Assembly-CSharp"* · *"What scripts are in MyGame.Runtime?"* |
| `list_asmdef_references` | Assembly names that reference a given assembly (reverse deps) | *"Who depends on MyGame.Core?"* |
| `list_scripts` | C# scripts (optional folder filter) | *"List all C# scripts"* · *"Show scripts in Assets/Scripts"* |
| `find_scripts_by_content` | By type/pattern (e.g. MonoBehaviour) | *"Find scripts that extend MonoBehaviour"* |
| `get_assembly_dependency_graph` | Nodes and edges | *"Show assembly dependency graph"* |
| `list_editor_scripts` | Scripts in Editor folders | *"List editor scripts"* |
| `list_visual_scripting_assets` | Bolt / Unity Visual Scripting .asset files | *"List Visual Scripting assets"* |
| `get_script_public_api` | Parse C# script: class name, base type, public methods/fields | *"What's the public API of PlayerController.cs?"* |

</details>

<details id="scenes-prefabs">
<summary><strong>🎬 Scenes & prefabs</strong></summary>

| Tool | Description | Example prompt to type |
|------|-------------|-------------------------|
| `list_all_scenes` | All .unity files under Assets | *"List all scenes"* |
| `get_scene_summary` | Root GameObjects, component count | *"Summarize MainMenu.unity"* · *"What's in this scene?"* |
| `get_scene_components_by_type` | GameObjects in a scene with a component type (e.g. Camera, Light) | *"Which GameObjects have a Camera in Game.unity?"* |
| `get_scene_objects_by_tag` | GameObjects in a scene with a given tag (e.g. Spawn) | *"Find objects with tag Spawn in this scene"* |
| `get_all_components_by_type` | All Cameras/Lights/etc. across all scenes | *"List all Cameras in the project"* |
| `get_scene_hierarchy_flat` | Flat list of GameObjects in a scene (name and layer) | *"List all objects in Main.unity with their layers"* |
| `get_lighting_scene_info` | Lighting assets and GI workflow mode for a scene | *"What lighting does Main.unity use?"* |
| `list_prefabs` | Prefabs (optional path prefix) | *"List all prefabs"* · *"List prefabs in Assets/Prefabs"* |
| `list_prefab_variants` | Prefabs that are variants of another prefab | *"List prefab variants"* |
| `list_prefabs_with_component` | Prefabs that contain a component type (e.g. Animator) | *"Which prefabs have an Animator?"* |
| `get_prefab_summary` | Prefab summary: root name, component count, component types | *"Summarize Hero.prefab"* · *"What's in this prefab?"* |
| `get_prefab_script_guids` | Script GUIDs used by a prefab | *"What scripts does Hero.prefab use?"* |
| `list_subscenes` | ECS/DOTS .subscene assets | *"List subscenes"* |

</details>

<details id="assets-references">
<summary><strong>📁 Assets & references</strong></summary>

| Tool | Description | Example prompt to type |
|------|-------------|-------------------------|
| `get_asset_folder_tree` | Folder tree under Assets | *"Show asset folder tree"* |
| `list_assets_by_extension` | By extension (e.g. .png, .fbx) | *"List all .png textures"* · *"List FBX models"* |
| `find_references` | Assets referencing a path or GUID | *"What references this asset?"* · *"Find what uses Assets/Textures/hero.png"* |
| `list_large_assets` | Files over N MB (default 5) | *"List large assets"* · *"What's over 10 MB?"* |
| `list_video_clips` | Video clip assets (.mp4, .mov, .webm, etc.) | *"List video clips"* |
| `list_legacy_font_assets` | Legacy fonts (.fontsettings, .ttf, .otf) — not TMP | *"List legacy fonts"* |
| `list_render_textures` | RenderTexture assets | *"List render textures"* |
| `list_terrain
agentsmcpmcp-serverskillsunity

What people ask about unity-mcp-server

What is rachitkumarrastogi/unity-mcp-server?

+

rachitkumarrastogi/unity-mcp-server is mcp servers for the Claude AI ecosystem. unity MCP Server It has 2 GitHub stars and was last updated today.

How do I install unity-mcp-server?

+

You can install unity-mcp-server by cloning the repository (https://github.com/rachitkumarrastogi/unity-mcp-server) or following the README instructions on GitHub. ClaudeWave also provides quick install blocks on this page.

Is rachitkumarrastogi/unity-mcp-server safe to use?

+

Our security agent has analyzed rachitkumarrastogi/unity-mcp-server and assigned a Trust Score of 47/100 (tier: Caution). See the full breakdown of passed checks and flags on this page.

Who maintains rachitkumarrastogi/unity-mcp-server?

+

rachitkumarrastogi/unity-mcp-server is maintained by rachitkumarrastogi. The last recorded GitHub activity is from today, with 0 open issues.

Are there alternatives to unity-mcp-server?

+

Yes. On ClaudeWave you can browse similar mcp servers at /categories/mcp, sorted by popularity or recent activity.

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