Unity Context Slicer
Graph-based context extraction engine and MCP server for Unity projects, providing targeted code context slicing and compression for LLMs.
README
Unity Context Slicer
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.prefabfiles 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
.metafile 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
- 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)).
- 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.
- 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.
- 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
.metaGUIDs 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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