MCP Game Deck

MCP Game Deck

A Unity Editor MCP server that gives Claude Code full control over Unity projects through 268 tools, 7 resources, and specialized AI agents. It enables AI-assisted game development by allowing Claude to see, create, modify, and inspect everything in Unity including scenes, GameObjects, scripts, and builds.

Category
访问服务器

README

<h1 align="center">MCP Game Deck</h1>

<p align="center"> <strong>Give Claude Code full control over the Unity Editor.</strong> </p>

<p align="center"> <code>268 MCP Tools</code>  ·  <code>7 Resources</code>  ·  <code>5 Prompts</code>  ·  <code>10 Agents</code>  ·  <code>18 Slash Commands</code>  ·  <code>16-doc Knowledge Base</code> </p>

<p align="center"> v1.0.3  •  Unity 6+  •  MCP Protocol  •  Requires Claude Code & Node.js </p>


What is MCP Game Deck?

MCP Game Deck is a Unity Editor package that exposes your entire project to Claude Code through the Model Context Protocol (MCP). It is not an AI itself — it is the bridge that lets Claude Code see, create, modify, and inspect everything in your Unity Editor: scenes, GameObjects, prefabs, materials, scripts, builds, and more.

How it works: The package runs a custom MCP server inside the Unity Editor. Claude Code connects to it and gains access to 268 tools that control the editor. You talk to Claude Code, Claude Code talks to your Unity project.

What's included:

  • MCP Server — A custom C# HTTP server with 268 tools, 7 resources, and 5 prompts. Runs inside the Editor process. No external MCP libraries.
  • Intelligence Layer — 10 specialized agents, 18 slash commands, and a 16-document knowledge base that give Claude Code deep Unity domain expertise.
  • Chat UI — An optional EditorWindow (powered by Claude Agent SDK + Node.js) for chatting with Claude directly inside Unity.

Features

268 MCP Tools

Full programmatic control over the Unity Editor, organized into 37 categories:

<details> <summary><strong>View all tool categories</strong></summary>

Category Count Description
ProBuilder 35 Mesh creation, extrusion, face/edge/vertex operations, UV editing, smoothing, merge, weld
Graphics 26 Lightmap baking, reflection probes, light probes, URP volumes, post-processing, render stats
Physics 25 Raycast, linecast, overlap, shape cast, rigidbody, joints, physics materials, collision matrix
Camera 20 Camera creation, Cinemachine configuration (body, aim, noise, blend, lens, target, priority)
Profiler 16 Start/stop profiling, memory snapshots, frame debugger, frame timing, performance counters
Editor 13 Play/pause/stop, execute menu items, manage tags/layers, get editor state, preferences, undo
Package 13 List, add, remove, embed, search packages; manage scoped registries; resolve, status
Asset 11 Create, copy, move, rename, delete assets; inspect/set import settings; refresh AssetDatabase
GameObject 10 Create, find, get, update, delete, duplicate, select, set parent, look-at, move relative
Scene 10 Create, load, save, unload, delete scenes; get info/hierarchy; list scenes; frame objects
UIToolkit 9 Create UXML/USS, attach documents, panel settings, get visual tree, inspect, read/update files
Prefab 8 Create, instantiate, open, modify, save, close prefabs; get prefab info
Script 8 Create, read, update, delete C# scripts; apply targeted edits; validate compilation
Build 6 Build, batch build, get/set build settings, switch platform, manage build scenes
Texture 6 Create, inspect, configure textures; apply gradients and procedural patterns
Component 5 Add, get, update, remove, list components on GameObjects
Reflect 5 Get type info, search types, call methods, get members, find methods via reflection
ScriptableObject 5 Create, inspect, list, modify ScriptableObjects
Screenshot 4 Capture Game view, Scene view, camera-specific, and multi-view screenshots
Animation 4 Create clips, add keyframes, configure Animator controllers, get animation info
Material 4 Create, update, assign materials; get shader properties
Light 4 Create, configure, list lights
Transform 4 Move, rotate, scale, get transform info
UnityDocs 4 Get API docs, get manual pages, open documentation
Console 3 Get logs, log messages, clear console
Meta 3 List all tools, enable/disable tools
NavMesh 3 Get NavMesh info, bake NavMesh
Object 3 Get object data, modify objects by instance ID
PlayerSettings 3 Get and set player settings (company, product, scripting backend)
Selection 3 Get and set editor selection
Shader 3 Inspect and list shaders
Terrain 3 Create terrains, get terrain data
Tests 3 Run EditMode/PlayMode tests, get test results
Audio 2 Create and configure audio sources
Ping 2 Server connectivity check
Type 2 Get type schema for serialized types
VFX 2 List and inspect particle systems

</details>

7 MCP Resources

Read-only access to live project state:

Resource Description
Assets List project assets filtered by type (Prefab, Material, ScriptableObject, etc.)
Console Logs Recent console entries with timestamps and stack traces
GameObject Full detail on any GameObject — transform, components, properties, children
Menu Items Available Editor menu items
Packages All installed Unity packages with metadata
Scenes Hierarchy Complete hierarchy of all loaded scenes
Tests Available test assemblies and scripts

5 Workflow Prompts

Structured templates for common multi-step workflows:

  • build-pipeline — Configure and execute single or multi-platform builds
  • gameobject-handling-strategy — Best practices for creating and organizing GameObjects
  • prefab-workflow — Prefab creation, editing, and management
  • scene-setup — Scene organization with proper lighting, camera, and structure
  • ui-toolkit-workflow — UI Toolkit patterns with UXML, USS, and C# backing

10 Specialized AI Agents

Domain experts with deep knowledge and access to all MCP tools:

Agent Expertise
unity-specialist Architecture decisions, Unity APIs, MonoBehaviour vs DOTS, platform builds
unity-ui-specialist UI Toolkit (UXML/USS), data binding, runtime UI performance, input handling
unity-shader-specialist Shader Graph, custom HLSL, VFX Graph, URP customization, post-processing
unity-dots-specialist ECS architecture, Jobs system, Burst compiler, hybrid renderer
unity-addressables-specialist Asset groups, async loading, memory management, content catalogs
gameplay-programmer Game mechanics, player systems, combat, input, state machines
systems-designer Combat formulas, progression curves, crafting recipes, balance math
technical-artist Shaders, VFX, rendering optimization, art pipeline
performance-analyst Profiling, memory analysis, frame time budgets, bottlenecks
qa-lead Test strategy, bug triage, release quality gates, regression planning

18 Slash Commands

Quick-access structured workflows:

Command Description
/architecture-decision Create an Architecture Decision Record (ADR)
/asset-audit Audit assets for naming, file sizes, and orphaned references
/balance-check Analyze game balance data for outliers and degenerate strategies
/brainstorm Guided game concept ideation with structured techniques
/bug-report Structured bug reports with reproduction steps and severity
/changelog Auto-generate changelog from git history
/code-review Architectural and quality code review for Unity C#
/design-review Review game design docs for completeness and balance
/estimate Task effort estimation with complexity analysis
/hotfix Emergency fix workflow with audit trail
/map-systems Decompose a game concept into systems with dependency mapping
/perf-profile Structured performance profiling with budgets
/playtest-report Generate or analyze structured playtest reports
/prototype Rapid prototyping — validate a mechanic with throwaway code
/reverse-document Generate design/architecture docs from existing code
/scope-check Analyze a feature for scope creep
/sprint-plan Generate or update a sprint plan from the project backlog
/tech-debt Scan codebase for technical debt (TODO, FIXME, HACK)

16-Document Knowledge Base

Comprehensive Unity reference documentation covering:

<details> <summary><strong>View all topics</strong></summary>

  1. Project Architecture — Assembly definitions, 4-layer pattern, bootstrapper
  2. ScriptableObjects — Event channels, runtime sets, data-driven design
  3. Design Patterns — Observer, Command, State Machine, Object Pool, Singleton, Factory
  4. DOTS/ECS — Entity Component System, Burst, Jobs, decision frameworks
  5. Architecture by Genre — RPG, 2D platformer, multiplayer, roguelike patterns
  6. Mobile Optimization — Profiling, pooling, NonAlloc APIs, compression
  7. Core Gameplay Systems — Combat, progression, economy, meta-progression
  8. UI/UX — UI Stack, MVP/MVVM, Canvas splitting, virtualized lists
  9. Dependency Injection & Testing — VContainer vs Zenject, NUnit, testing pyramid
  10. AI-Assisted Workflow — MCP patterns, known limitations, best practices
  11. Asset Pipeline & Addressables — Sprite Atlas, texture/audio compression
  12. Procedural Content & Balancing — Generation algorithms, mathematical balancing
  13. Audio & VFX — Audio design, Wwise, VFX Graph best practices
  14. Save System & Meta-Progression — Serialization, progression tracking
  15. Publishing & Live Ops — Store requirements, analytics, monetization
  16. Case Studies — 12 real games analyzed, 10 recurring architectural patterns

</details>


Getting Started

Prerequisites

  • Claude Code — This package is designed to work with Claude Code. Install Claude Code
  • Unity 6 (6000.0 or later)
  • Node.js 18+ (required for the Agent SDK Server and Chat UI)
  • Claude API key (for Claude Code and the integrated Chat UI)

Installation

  1. Clone or download this repository

  2. In Unity, go to Window > Package Manager

  3. Click + > Add package from disk...

  4. Select the package.json at the root of this repository

  5. Build the Agent SDK Server:

    cd Server~
    npm install
    npm run build
    
  6. On first import, the package automatically copies .claude/, knowledge-base/, and CLAUDE.md to your project root

First Launch

The MCP server starts automatically when the Unity Editor loads. To use the integrated chat:

  1. Open Window > MCP Game Deck Chat
  2. The Agent SDK server starts automatically (or run npm start in Server~/)
  3. Start chatting — Claude now has full access to your Unity project

To use with Claude Code CLI instead:

  1. Navigate to your Unity project root
  2. Run claude — the CLAUDE.md instructs Claude on available tools
  3. Claude will connect to the MCP server on port 8090

How It Works

Unity Editor
 |
 |-- MCP Server (C# HTTP, port 8090)
 |    |-- 268 Tools ......... create, modify, inspect editor state
 |    |-- 7 Resources ....... read-only project data
 |    '-- 5 Prompts ......... structured workflow templates
 |
 |-- Chat UI (EditorWindow, UI Toolkit)
 |    '-- WebSocket client -> Agent SDK Server
 |
 '-- Agent SDK Server (Node.js, port 9100)
      |-- Claude API integration
      |-- MCP proxy -> forwards tool calls to C# server
      '-- Session management & cost tracking

The MCP server runs inside the Unity Editor process with zero external dependencies. All tool calls that touch Unity APIs execute on the main thread via an internal dispatcher. The server automatically stops during assembly reload and play mode transitions.


Configuration

Settings are stored in ProjectSettings/GameDeckSettings.json and editable via Project Settings > MCP Game Deck.

Setting Default Description
MCP Port 8090 Port for the C# MCP HTTP server
Agent Port 9100 Port for the Agent SDK WebSocket server
Host localhost Hostname the MCP server binds to
Request Timeout 30s Timeout for tool execution
Auto Start true Auto-start servers when the Chat window opens
Default Model claude-sonnet-4-6 Claude model used by the Agent SDK

Project Structure

mcp-game-deck/
|-- package.json              Unity package manifest
|-- CLAUDE.md                 AI context file (copied to user project)
|-- README.md                 This file
|
|-- Editor/                   C# editor-only code
|    |-- MCP/                 Custom MCP framework
|    |    |-- Attributes/     [McpTool], [McpToolType], [McpResource], [McpPrompt]
|    |    |-- Models/         ToolResponse, ResourceResponse, McpToolInfo
|    |    |-- Discovery/      Reflection-based tool/resource/prompt discovery
|    |    |-- Registry/       In-memory registries for tools, resources, prompts
|    |    |-- Server/         TCP/HTTP server, JSON-RPC 2.0 handler
|    |    '-- Utils/          MainThreadDispatcher, JsonHelper, McpLogger
|    |-- Tools/               268 MCP tools (37 categories)
|    |-- Resources/           7 MCP resources
|    |-- Prompts/             5 MCP prompts
|    |-- ChatUI/              Integrated chat EditorWindow
|    |-- Settings/            Project settings UI and persistence
|    '-- Utils/               PackageSetup, helpers
|
|-- Server~/                  Agent SDK Server (TypeScript, ~ = ignored by Unity)
|    |-- src/                 Source files
|    |-- dist/                Compiled output
|    '-- package.json         Node.js dependencies
|
|-- .claude/                  AI intelligence layer
|    |-- agents/              10 specialized agent definitions
|    '-- skills/              18 slash command definitions
|
'-- knowledge-base/           16 Unity reference documents

Requirements

Requirement Version
Claude Code Latest
Unity 6000.0+ (Unity 6)
Node.js 18+
npm 9+
Platform Windows, macOS, Linux

License

This project is licensed under the MIT License.


Author

Ramon BedinGitHub


<p align="center"> <strong>MCP Game Deck v1.0.3</strong> <br> Built for Unity 6  •  Powered by MCP  •  Designed by Ramon Bedin </p>

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