Unity Context Slicer

Unity Context Slicer

Graph-based context extraction engine and MCP server for Unity projects, providing targeted code context slicing and compression for LLMs.

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README

Unity Context Slicer

PyPI version License: MIT Python 3.9+ MCP Standard

Unity Context Slicer is a graph-based context extraction engine and Model Context Protocol (MCP) server designed for Unity projects. It parses C# scripts, Unity scenes (.unity), prefabs (.prefab), and .meta asset GUIDs into an in-memory knowledge graph. By slicing targeted $N$-hop neighborhoods around relevant components and compressing raw YAML/AST structures, it delivers 5–10× token reduction, producing compact context bundles optimized for local and cloud LLMs.


⚡ Quick Start (Zero Install)

Run the server directly without installing Python dependencies using uvx:

uvx unity-context-slicer --project-dir "path/to/YourUnityProject"

Or install via pip:

pip install unity-context-slicer
unity-context-slicer --project-dir "path/to/YourUnityProject"

🔑 Key Features

  • 🕸️ Graph-Based Project Indexing: Maps C# classes, methods, events, Unity GameObjects, MonoBehaviours, scenes, and prefabs into a unified directed graph.
  • ⚡ 5–10× Context Compression: Converts verbose scene YAML and code structures into dense, high-information text representations suited for restricted LLM context windows (e.g., 7B local models).
  • 🎯 Focused Slicing: Extracts $N$-hop relational neighborhoods (unity_slice) or comprehensive class context cards (unity_class) including method callers, attached scene objects, and inheritance hierarchies.
  • 🔄 Auto-Reloading Resident Session: Monitors file modification times (mtime) across .cs, .unity, and .prefab files to update the resident graph in milliseconds upon code changes.
  • 🔌 Built-in MCP Server: Exposes stdio-based MCP tools for direct integration with MCP clients such as Cursor, Windsurf, Claude Desktop, VS Code (Cline / Roo Code), and custom AI agents.
  • 🆔 Unity GUID Resolution: Resolves .meta file GUIDs to bridge C# MonoBehaviours with serialized scene/prefab component references.

🛠️ Architecture & Pipeline

graph TD
    A["Unity Project Directory"] --> B["C# Roslyn Scanner / YAML Parser"]
    A --> C["Meta GUID Resolver"]
    B --> D["Loader & In-Memory Graph"]
    C --> D
    D --> E["Session Manager"]
    E --> F["Graph Slicer"]
    F --> G["Compressor & Task Bundler"]
    G --> H["MCP Server & Prompt Bundles"]

Pipeline Steps

  1. Parsing & Resolution: C# AST analysis via Roslyn ([ScannerCore.cs](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/csharp_scanner/ScannerCore.cs)) combined with Python-native Unity scene/prefab parsing ([unity_parser.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/unity_parser.py)) and GUID resolution ([meta_resolver.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/meta_resolver.py)).
  2. Graph Construction: Builds a unified node/edge model in [ProjectGraph](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/loader.py#L48-L100) indexed for bidirectional lookup.
  3. Neighborhood Slicing: [SubGraph](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/slicer.py) algorithms isolate relevant subgraphs based on class, method, or GameObject seeds.
  4. Dense Compression: Renders subgraphs into task-ready prompt context via [compressor.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/compressor.py).

🔌 MCP Tools Provided

Tool Name Description
unity_search Search for project graph nodes by name substring and optional node type (class, method, scene, prefab, etc.).
unity_class Retrieve structured class context (methods, callers, attached GameObjects/scenes, inheritance).
unity_slice Extract an $N$-hop neighborhood graph surrounding a target seed node.
unity_bundle Generate a full LLM coding prompt context bundle combining task requirements, graph context, and constraints.
unity_stats View graph node and edge count statistics.
unity_reload Force-reload the project graph from disk.

🤖 Integration Guide for Popular Coding Agents

1. Cursor

Navigate to Cursor Settings $\rightarrow$ Features $\rightarrow$ MCP Servers and click + Add New MCP Server:

  • Name: unity-context-slicer
  • Type: command
  • Command: uvx unity-context-slicer --project-dir "${workspaceFolder}"

2. Claude Desktop

Add to your claude_desktop_config.json:

{
  "mcpServers": {
    "unity-context-slicer": {
      "command": "uvx",
      "args": [
        "unity-context-slicer",
        "--project-dir",
        "C:/Path/To/Your/UnityProject"
      ]
    }
  }
}

3. Windsurf (Codeium)

Add to ~/.codeium/windsurf/mcp_config.json:

{
  "mcpServers": {
    "unity-context-slicer": {
      "command": "uvx",
      "args": [
        "unity-context-slicer",
        "--project-dir",
        "${workspaceFolder}"
      ]
    }
  }
}

4. VS Code Extensions (Cline / Roo Code / Continue.dev)

Add to your extension's MCP server configuration JSON:

{
  "mcpServers": {
    "unity-context-slicer": {
      "command": "uvx",
      "args": [
        "unity-context-slicer",
        "--project-dir",
        "${workspaceFolder}"
      ]
    }
  }
}

💡 Recommended Agent Rules (.cursorrules / .windsurfrules)

To help AI coding agents use Unity Context Slicer effectively, add this instruction to your project's rule file:

When answering questions or writing C#/Unity code:
1. Use `unity_search` to discover relevant classes, methods, or scene GameObjects.
2. Use `unity_class` to inspect MonoBehaviour callers, attached scene objects, and class inheritance.
3. Use `unity_bundle` before initiating large refactors to receive a compressed graph context bundle.

📁 Repository Structure

  • [unity_context_slicer/](file:///d:/MyGames/unity-context-slicer/unity_context_slicer)
    • [mcp_server.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/mcp_server.py) — FastMCP stdio server implementation and tool definitions.
    • [loader.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/loader.py) — Data primitives ([GraphNode](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/loader.py#L22-L31), [GraphEdge](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/loader.py#L33-L46)) and graph indexing.
    • [slicer.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/slicer.py) — Neighborhood traversal and class context extraction.
    • [compressor.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/compressor.py) — Dense text formatting and LLM context reduction.
    • [session.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/session.py) — Resident [GraphSession](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/session.py#L22-L100) manager with stale file detection.
    • [unity_parser.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/unity_parser.py) — Scene and prefab document structure extractor.
    • [meta_resolver.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/meta_resolver.py) — Mapping between .meta GUIDs and C# source files.
    • [annotations.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/annotations.py) — Annotation cache for node purpose metadata.
    • [task_log.py](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/task_log.py) — Task history parser and context embedder.
    • [csharp_scanner/](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/csharp_scanner) — C# Roslyn scanner project ([CSharpScanner.csproj](file:///d:/MyGames/unity-context-slicer/unity_context_slicer/csharp_scanner/CSharpScanner.csproj)).

📜 License

This project is licensed under the [MIT License](file:///d:/MyGames/unity-context-slicer/LICENSE).

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