unity-mcp-server
Unity MCP Server — 268 tools for AI-assisted game development. Connect Claude, Cursor, or any MCP client to Unity Editor & Unity Hub. Scene management, GameObjects, components, builds, profiling, Shader Graph, Amplify, terrain, physics, NavMesh, animation, MPPM multiplayer & more.
Install / Use
claude mcp add AnkleBreaker-Studio -- npx -y github:AnkleBreaker-Studio/unity-mcp-serverIf the server publishes to npm under a different name, use that package instead — check the repo README.
MCP Server
Model Context Protocol server
Quality Score
Category
OtherSupported Platforms
Tags
Skill content
View source on GitHubUnity MCP Server AI-Powered Unity Editor & Hub Control
The most comprehensive Model Context Protocol (MCP) server for Unity game development. Connect Claude, Cursor, Windsurf, or any MCP-compatible AI assistant to Unity Editor and Unity Hub with 330+ tools across 30+ categories. Built and maintained by AnkleBreaker Studio.
AnkleBreaker Unity MCP turns your AI assistant into a full Unity co-pilot — create scenes, manipulate GameObjects, manage components, run builds, profile performance, edit Shader Graphs, control Amplify Shader Editor, sculpt terrain, bake NavMesh, manage animations, run multiplayer playmode scenarios, and much more — all without leaving your AI chat. Works with Claude Desktop, Claude Cowork, Cursor, Windsurf, and any tool that supports the Model Context Protocol.
Neon Brick Breaker — Built from scratch by AI in under 5 minutes
<p align="center"> <img src="docs/unity-mcp-showcase-brickbreaker.gif" alt="Unity MCP AI building a neon brick breaker game in Unity Editor" width="800" /> </p>Claude creates the entire game: scene setup, neon materials with bloom post-processing, brick grid layout, game scripts, VFX, and UI — all through Unity MCP commands.
3D Medieval Village — AI-generated terrain, houses, and environment
<p align="center"> <img src="docs/unity-mcp-showcase-village.gif" alt="Unity MCP — AI building a 3D medieval village with houses, trees, and terrain" width="800" /> </p>From an empty scene to a fully decorated village: terrain sculpting, material creation, procedural house building via C# editor scripts, trees, fences, and pathways.
3D Castle — Complete level with FPS walkthrough
<p align="center"> <img src="docs/unity-mcp-showcase-castle.gif" alt="Unity MCP — AI building a 3D castle with FPS walkthrough in Unity Editor" width="800" /> </p>AI builds a multi-room castle with courtyard, throne room, armory, and guard room. Adjusts lighting, spawns the player, and runs an FPS walkthrough to verify the result.
How It Works — AI → MCP Server → Unity Plugin → Unity Editor
<p align="center"> <img src="docs/unity-mcp-architecture.gif" alt="Unity MCP Architecture — AI Assistant → MCP Server → Unity Plugin → Unity Editor" width="800" /> </p>The Model Context Protocol connects your AI assistant to Unity through a lightweight bridge. Commands flow from your AI chat directly into the editor in real-time.
Features
330+ tools covering the full Unity workflow:
| Category | Tools |
|----------|-------|
| Unity Hub | List/install editors, manage modules, set install paths |
| Scenes | Open, save, create scenes, get full hierarchy tree with pagination |
| GameObjects | Create (primitives/empty), delete, duplicate, reparent, activate/deactivate, transform (world/local) |
| Components | Add, remove, get/set any serialized property, wire object references, batch wire |
| Assets | List, import, delete, search, create prefabs, create & assign materials |
| Scripts | Create, read, update C# scripts |
| Builds | Multi-platform builds (Windows, macOS, Linux, Android, iOS, WebGL) |
| Console & Compilation | Read/clear Unity console logs (errors, warnings, info); get C# compilation errors via CompilationPipeline (independent of console buffer) |
| Testing | Run EditMode/PlayMode tests, poll results, list available tests via Unity Test Runner API |
| Play Mode | Play, pause, stop |
| Editor | Execute menu items, run C# code, get editor state, undo/redo |
| Project | Project info, packages (list/add/remove/search), render pipeline, build settings |
| Animation | List clips & controllers, get parameters, play animations |
| Prefab | Open/close prefab mode, get overrides, apply/revert changes |
| Physics | Raycasts, sphere/box casts, overlap tests, physics settings |
| Lighting | Manage lights, environment, skybox, lightmap baking, reflection probes |
| Audio | AudioSources, AudioListeners, AudioMixers, play/stop, mixer params |
| Terrain | Create/modify terrains, paint heightmaps/textures, manage terrain layers, trees, details |
| Navigation | NavMesh baking, agents, obstacles, off-mesh links |
| Particles | Particle system creation, inspection, module editing |
| UI | Canvas, UI elements, layout groups, event system |
| Tags & Layers | List/add/remove tags, assign tags & layers |
| Selection | Get/set editor selection, find by name/tag/component/layer/tag |
| Graphics | Scene and game view capture (inline images for visual inspection) |
| Input Actions | Action maps, actions, bindings (Input System package) |
| Assembly Defs | List, inspect, create, update .asmdef files |
| ScriptableObjects | Create, inspect, modify ScriptableObject assets |
| Constraints | Position, rotation, scale, aim, parent constraints |
| LOD | LOD group management and configuration |
| Profiler | Start/stop profiling, stats, deep profiles, save profiler data |
| Frame Debugger | Enable/disable, draw call list & details, render targets |
| Memory Profiler | Memory breakdown, top consumers, snapshots (com.unity.memoryprofiler) |
| Shader Graph | List, inspect, create, open Shader Graphs & Sub Graphs; VFX Graphs |
| Amplify Shader Editor | Full graph manipulation — create, inspect, add/remove/connect/disconnect/duplicate nodes, set properties, templates, save/close (if installed) |
| MPPM Scenarios | List, activate, start, stop multiplayer playmode scenarios; get status & player info |
| Multi-Instance | Discover and switch between multiple running Unity Editor instances |
| Multi-Agent | List active agents, get agent action logs, queue monitoring |
| SpriteAtlas | Create, inspect, add/remove sprites, configure settings, delete, list SpriteAtlases |
| UMA (Unity Multipurpose Avatar) | Create slots, overlays, wardrobe recipes from FBX; equip/unequip items on DCA; browse/rebuild Global Library |
| Project Context | Auto-inject project-specific docs and guidelines for AI agents |
Architecture
Claude / AI Assistant ←→ MCP Server (this repo) ←→ Unity Editor Plugin (HTTP bridge)
↕
Unity Hub CLI
This server communicates with:
- Unity Hub via its CLI (supports both modern
--headlessand legacy-- --headlesssyntax) - Unity Editor via the companion unity-mcp-plugin which runs an HTTP API inside the editor
330+ Tools Across 30+ Categories
<p align="center"> <img src="docs/unity-mcp-features.gif" alt="Unity MCP Features — 268 tools across 30+ categories for AI-powered game development" width="800" /> </p>Scene management, GameObjects, components, physics, terrain, Shader Graph, Amplify Shader Editor, profiling, animation, NavMesh, builds, multiplayer, and more.
Two-Tier Tool System
To avoid overwhelming MCP clients with 330+ tools, the server uses a two-tier architecture:
- Core tools (~70) are always exposed directly
- Advanced tools (254) are accessed via a single
unity_advanced_toolproxy with lazy loading
This keeps the tool count manageable for clients like Claude Desktop and Cowork while still providing access to every Unity feature. Use unity_list_advanced_tools to discover all advanced tools by category.
Multi-Instance Support
The server automatically discovers all running Unity Editor instances on startup. If only one instance is found, it auto-connects. If multiple instances are running (e.g., main editor + ParrelSync clones), it prompts you to select which one to work with.
Port Resilience — The server includes a multi-layer protection system for reliable multi-project workflows:
- Port Identity Validation — When restoring a saved connection, the server verifies the instance identity (project name + path) matches the expected target. If Unity restarts and a different project grabs the port, the server detects this and re-discovers the correct instance.
- Compile-Time Resilience — During long Unity compiles (when the editor is unresponsive), the server checks the shared instance registry. If the registry entry is fresh (updated within the last 5 minutes via heartbeat), the connection is preserved instead of dropped.
- Crash Detection — The plugin sends a heartbeat every 30 seconds to the instance registry. If Unity crashes and the heartbeat stops, the server detects the stale registry entry (>5 minutes old) and clears it, allowing proper re-discovery.
- Port Affinity — The plugin remembers its last-used port via EditorPrefs and reclaims it on restart, minimizing port swaps across editor restarts.
Quick Start
1. Install the Unity Plugin
In Unity: Window > Package Manager > + > Add package from git URL:
https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git
2. Install this MCP Server
git clone https://github.com/AnkleBreaker-Studio/unity-mcp-server.git
cd unity-mcp-server
npm install
3. Add to Claude Desktop
Open Claude Desktop > Settings > Developer > Edit Config, and add:
{
"mcpServers": {
"unity": {
"command": "node",
"args": ["C:/path/to/unity-mcp-server/src/index.js"],
"env": {
"UNITY_HUB_PATH": "C:\\Program Files\\Unity Hub\\Unity Hub.exe",
"UNITY_BRIDGE_PORT": "7890"
}
}
}
}
Restart Claude Desktop. Done!
4. Try It
- "List my installed Unity editors"
- "Show me the scene hierarchy"
- "Create a red cube at position (0, 2, 0) and add a Rigidbody"
- "Profile my scene and show the top memory consumers"
- "List all Shader Graphs in my project"
- "Build my project for Windows"
- "List and start my MPPM multiplayer scenarios"
- "Capture a screenshot of my scene view"
- "Show me the active agent sessions"
Configuration
| Environment Variable | Default | Description |
|---------------------|---------|-------------|
| UNITY_HUB_PATH | C:\Program Files\Unity Hub\Unity Hub.exe | Unity Hub executable path |
| UNITY_BRIDGE_HOST | 127.0.0.1 | Editor bridge host |
| UNITY_BRIDGE_PORT | 7890 | Editor bridge port (auto-discovered when using multi-instance) |
| UNITY_BRIDGE_TIMEOUT | 60000 | Request timeout in ms |
| UNITY_PORT_RANGE_START | 7890 | Start of port scan range for multi-instance discovery |
| UNITY_PORT_RANGE_END | 7899 | End of port scan range |
| UNITY_REGISTRY_STALENESS_TIMEOUT | 300000 | Registry entry staleness timeout in ms (crash detection) |
| UNITY_RESPONSE_SOFT_LIMIT | 2097152 | Response size soft limit in bytes (warning) |
| UNITY_RESPONSE_HARD_LIMIT | 4194304 | Response size hard limit in bytes (truncation) |
| UNITY_MCP_DEBUG | unset | Set to 1 to append diagnostics to UnityMCP/mcp-debug.log (5MB rotation) |
| UNITY_MCP_PRETTY_JSON | unset | Set to 1 to pretty-print tool responses (default is compact JSON — 20-50% fewer tokens) |
| UNITY_MCP_COMPACT_TOOLS | unset | Set to 1 for a minimal tools/list (~21KB vs ~43KB): keeps all 79 tools and strict schema structure, drops per-parameter prose. For clients with registry size limits (e.g. Codex Desktop on Windows) |
The Unity plugin also has its own settings accessible via the Dashboard (Window > MCP Dashboard) for port, auto-start, and per-category feature toggles.
Optional Package Support
Some tools activate automatically when their packages are detected in the Unity project:
| Package / Asset | Features Unlocked |
|----------------|-------------------|
| com.unity.memoryprofiler | Memory snapshot capture via MemoryProfiler API |
| com.unity.shadergraph | Shader Graph creation, inspection, opening |
| com.unity.visualeffectgraph | VFX Graph
Truncated for display — read the full file on GitHub.
Related Skills
Agent-Reach
84.4kGive your AI agent eyes to see the entire internet. Read & search Twitter, Reddit, YouTube, GitHub, Bilibili, XiaoHongShu — one CLI, zero API fees.
headroom
73.4kCompress tool outputs, logs, files, and RAG chunks before they reach the LLM. 20% fewer tokens for coding agents, 60-95% fewer tokens for JSON, same answers. Library, proxy, MCP server.
ruflo
73.0k🌊 The original agent harness. Deploy intelligent multi-player swarms, coordinate autonomous workflows, and build conversational AI systems. Features adaptive memory, self-learning intelligence, federation, vector RAG integration, and native Claude Code / Codex / Hermes and many more Integrated
CowAgent
47.1kOpen-source super AI assistant & Agent Harness. Plans tasks, runs tools and skills, self-evolves with memory and knowledge. Multi-agent, multi-model, multi-channel. Lightweight, extensible, one-line install.
