Unity MCP

Unity MCP

A Model Context Protocol server that integrates AI assistants like Claude and Cursor directly into the Unity Editor to automate game development workflows. It provides over 40 built-in tools for scene manipulation and project management, while offering a simple C# API for creating custom extensions.

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README

Unity MCP - AI Assistant Integration for Unity Editor

Unity 6+ Release Platform

Model Context Protocol (MCP) server that enables AI assistants like Claude, Codex, and Cursor to automate Unity Editor tasks and game development workflows.

Features

  • Zero telemetry - Completely private Unity automation. No data collection.
  • 40+ built-in tools - Create GameObjects, run tests, build projects, manipulate scenes through AI.
  • Simple extension API - Add custom AI tools with a single attribute.

Requirements

  • Unity 6 or later
  • Any MCP client: Claude Code, Claude Desktop, Codex, Cursor, or other AI assistants

Installation

  1. Open Unity Package Manager (Window → Package Manager)
  2. Click + → "Add package from git URL"
  3. Enter the URL of whichever version you want

Latest Version (Recommended)

To install the latest version:

https://github.com/Bluepuff71/UnityMCP.git?path=/Package

Specific Version (If I messed something up)

To install a specific version, append #version tag:

https://github.com/Bluepuff71/UnityMCP.git?path=/Package#1.0.0

See Releases for available versions.

Setup

Claude Code

claude mcp add unity-mcp --transport http http://localhost:8080/

Claude Desktop

Add this to your Claude Desktop configuration file:

macOS: ~/Library/Application Support/Claude/claude_desktop_config.json

Windows: %APPDATA%\Claude\claude_desktop_config.json

{
  "mcpServers": {
    "unity-mcp": {
      "command": "npx",
      "args": ["-y", "mcp-remote", "http://localhost:8080/"]
    }
  }
}

Restart Claude Desktop after saving.

Other MCP Clients (Codex, Cursor, etc.)

Unity MCP runs an HTTP server at http://localhost:8080/. Any MCP client with HTTP transport support can connect directly. For stdio-only clients, use the mcp-remote bridge as shown above.

Note: Configurations for clients other than Claude Code have not been tested. Open a PR!

How Unity Editor Automation Works

Unity MCP uses a native C plugin to maintain an HTTP server on a background thread, independent of Unity's C# scripting domain. This architecture ensures the AI assistant connection remains active during script recompilation.

┌─────────────────┐
│  MCP Client     │
│  (Claude, etc.) │
└────────┬────────┘
         │ HTTP
         ▼
┌─────────────────────────────────────┐
│  Native Plugin (C)                  │
│  - HTTP server on background thread │
│  - Survives domain reloads          │
└────────┬────────────────────────────┘
         │
         ▼
┌─────────────────────────────────────┐
│  Unity C# (main thread)             │
│  - Executes tools when available    │
│  - Returns "recompiling" during     │
│    domain reload                    │
└─────────────────────────────────────┘

When Unity recompiles scripts, the C# domain unloads temporarily. During this time, the native plugin continues accepting HTTP requests but returns a "Unity is recompiling" error instead of disconnecting. Once recompilation completes, requests are forwarded to Unity's main thread for execution.

Adding Custom AI Tools

Create a static method and mark it with [MCPTool]:

using UnityMCP.Editor;
using UnityEngine;

public static class MyCustomTools
{
    [MCPTool("hello_world", "Says hello to the specified name")]
    public static string SayHello(
        [MCPParam("name", "Name to greet", required: true)] string name)
    {
        return $"Hello, {name}!";
    }

    [MCPTool("create_cube_at", "Creates a cube at specified position")]
    public static object CreateCube(
        [MCPParam("x", "X coordinate", required: true)] float x,
        [MCPParam("y", "Y coordinate", required: true)] float y,
        [MCPParam("z", "Z coordinate", required: true)] float z)
    {
        GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
        cube.transform.position = new Vector3(x, y, z);
        cube.name = "Custom Cube";

        return new
        {
            success = true,
            message = $"Created cube at ({x}, {y}, {z})",
            instanceID = cube.GetInstanceID()
        };
    }
}

Tools are automatically discovered on domain reload. No registration needed.

Adding Custom Resources

Resources expose read-only data to AI assistants. Use [MCPResource]:

using UnityMCP.Editor;
using UnityEngine;

public static class MyCustomResources
{
    [MCPResource("unity://player/stats", "Current player statistics")]
    public static object GetPlayerStats()
    {
        var player = GameObject.Find("Player");
        if (player == null)
            return new { error = "Player not found" };

        return new
        {
            position = player.transform.position,
            health = player.GetComponent<Health>()?.CurrentHealth ?? 0,
            isGrounded = player.GetComponent<CharacterController>()?.isGrounded ?? false
        };
    }
}

Resources use URI patterns (e.g., unity://player/stats) and are read via resources/read.

License

GPLv3 - see LICENSE file for details.

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