VMUnityMCP

VMUnityMCP

VM Unity MCP is a Unity Editor MCP bridge providing structured, queue-safe tools for scenes, assets, UI Toolkit, packages, builds, tests, and Editor diagnostics.

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README

VM Unity MCP

VM Unity MCP is an independently maintained Unity Editor MCP bridge published by VM233. It provides structured, queue-safe tools for scenes, assets, UI Toolkit, packages, builds, tests, project-defined workflows, and Editor diagnostics.

This project was originally derived from AnkleBreaker Studio's Unity MCP Plugin and retains its full license and attribution requirements. Powered by AnkleBreaker MCP. VM Unity MCP now develops and releases from a standalone repository rather than a GitHub fork.

Related original projects:

Install

In Unity Package Manager, choose Add package from git URL... and enter:

https://github.com/VM233/VMUnityMCP.git

For a reproducible project dependency, pin a specific commit:

https://github.com/VM233/VMUnityMCP.git#<commit-hash>

The bridge runs inside the Unity Editor on 127.0.0.1, usually port 7890. Verify it with:

http://127.0.0.1:7890/api/ping

Capabilities

Area MCP tool name HTTP route Purpose
Fallback entrypoint unity_advanced_execute advanced/execute Fallback route for commands that do not have a concrete tool yet. Prefer route-specific unity_* tools first.
MCP diagnostics unity_mcp_health mcp/health Inspect bridge state, queue state, sessions, process memory, recent actions, and slow requests.
MCP diagnostics unity_mcp_set_autostart mcp/set-autostart Enable or disable bridge auto-start for the current Unity Editor instance.
Editor stability unity_wait_editor_idle wait/editor-idle Wait for compilation, package refresh, domain reload, and asset import to settle before issuing the next command.
Testing unity_testing_list_tests testing/list-tests List discoverable EditMode or PlayMode tests with filters.
Testing unity_testing_run_tests testing/run-tests Start a Unity Test Runner job.
Testing unity_testing_get_job testing/get-job Poll test progress and detailed results.
Package testing unity_testing_run_package_tests testing/run-package-tests Temporarily enable Git package tests, run them across domain reloads, and restore the package manifest exactly.
Package testing unity_testing_get_package_job testing/get-package-job Poll the persistent package test workflow and its final test result.
Localization unity_localization_upsert_entry localization/upsert-entry Prevalidate and upsert one or more String, Smart String, or Asset Table entries with execution.mode controlling immediate or frame-batched execution.
Multi-editor safety unity_instance_current instance/current Return the current Editor MCP instance identity, including project path and port.
Multi-editor safety unity_instance_list instance/list List registered Editor MCP instances across open Unity projects.
Multi-editor safety unity_instance_resolve instance/resolve Resolve exactly one Editor MCP instance by project path, project name, or port.
Multi-editor safety unity_instance_assert_project instance/assert-project Verify that a request reached the expected Unity project.
Prefab asset editing unity_prefab_asset_add_component prefab-asset/add-component Add a component after waiting for a newly compiled script type to become available; returns prefab YAML diff by default.
Prefab asset editing unity_prefab_asset_configure_component prefab-asset/configure-component Ensure one component exists and atomically configure serialized properties and ObjectReferences in one prefab save.
Prefab asset editing unity_prefab_asset_add_gameobject prefab-asset/add-gameobject Create a child GameObject inside a prefab asset.
Prefab asset editing unity_prefab_asset_transaction_edit prefab-asset/transaction-edit Apply ordered prefab edits in one load/save transaction with execution.mode controlling immediate or frame-batched execution.
Prefab asset editing unity_prefab_asset_instantiate_child_prefab prefab-asset/instantiate-child-prefab Instantiate one prefab asset as a child inside another prefab asset.
Prefab asset editing unity_prefab_asset_move_gameobject prefab-asset/move-gameobject Move or reorder a GameObject inside a prefab asset without opening Prefab Mode manually.
Prefab asset editing unity_prefab_asset_move_component prefab-asset/move-component Atomically move a component between GameObjects while preserving its serialized data and remapping references to the moved component.
Prefab asset editing unity_prefab_asset_remove_component prefab-asset/remove-component Remove a component from a GameObject inside a prefab asset.
Prefab asset editing unity_prefab_asset_remove_gameobject prefab-asset/remove-gameobject Remove a child GameObject from inside a prefab asset.
Prefab asset editing unity_prefab_asset_set_property prefab-asset/set-property Set a serialized property on a component inside a prefab asset.
Prefab asset editing unity_prefab_asset_set_reference prefab-asset/set-reference Set an ObjectReference property on a component inside a prefab asset.
Prefab asset search unity_prefab_asset_find prefab-asset/find Find prefab children by name/path, component type, and serialized property value.
Prefab asset search unity_prefab_asset_hierarchy prefab-asset/hierarchy Read a prefab asset hierarchy directly from disk.
Prefab asset search unity_prefab_asset_get_properties prefab-asset/get-properties Read serialized component properties inside a prefab asset.
Scene editing unity_scene_instantiate_prefab scene/instantiate-prefab Instantiate a prefab asset into the currently open scene.
Safe assets unity_asset_refresh asset/refresh Start a reload-safe AssetDatabase refresh and return a refresh job ID.
Safe assets unity_asset_get_refresh_job asset/get-refresh-job Poll a reload-safe AssetDatabase refresh through compilation or domain reload.
Safe assets unity_asset_import asset/import Preflight and import external assets with shared TextureImporter defaults, decoded-pixel/file-byte deduplication, frame-batched execution, per-item results, and rollback.
Safe assets unity_asset_import_unitypackage asset/import-unitypackage Start a reload-safe, non-interactive .unitypackage import; poll unity_jobs_get until callback-confirmed completion, with packaged .meta GUIDs preserved.
Safe assets unity_asset_rename asset/rename Rename an asset through AssetDatabase.RenameAsset, preserving .meta, GUID, references, and Single Sprite internal names.
Safe assets unity_asset_move asset/move Preflight and move one or more assets, preserving .meta GUIDs, synchronizing Single Sprite internal names when filenames change, and rolling back completed moves when configured to stop on failure.
Scene references unity_component_set_reference component/set-reference Assign one or more ObjectReference properties with execution.mode and shared target defaults.
Serialization unity_serialized_object_get serialized-object/get Read serialized properties from a scene object, component, or asset.
Serialization unity_serialized_object_set serialized-object/set Set one serialized property on a scene object, component, or asset.
Console inspection unity_console_query console/query Filter recent console entries by time, log type, message, source stack frame, full stack text, or only entries after the last Play transition.
Compilation inspection unity_compilation_errors compilation/errors Return tracked Unity compilation errors and warnings, always including a separate deprecated-warning summary even when filtering for errors.
Animator editing unity_animation_transition_info animation/transition-info Read full Animator transition details, including conditions, exit time, duration, offset, and interruption settings.
Animator editing unity_animation_update_state animation/update-state Modify an existing Animator state, including motion, speed, tag, position, write defaults, and default state.
Animator editing unity_animation_update_transition animation/update-transition Modify an existing transition and add, update, remove, or replace transition conditions.
Animator editing unity_animation_connect_states animation/connect-states Create directed pairwise transitions between a list of Animator states.
UI Toolkit assets unity_uitoolkit_asset_inspect uitoolkit/asset-inspect Inspect UXML/USS assets for VisualElement names, type matches, unconditional class defaults, contextual selectors, and pseudo-state rules.
UI Toolkit static audit unity_uitoolkit_audit_uss_styles uitoolkit/audit-uss-styles Find selectors that serve one authored element without a reusable, pseudo-state, generated-child, or runtime-class contract, plus declarations that repeat the same winning value from the loaded PanelSettings theme or another loaded stylesheet.
UI Toolkit static audit unity_uitoolkit_audit_uxml_layout uitoolkit/audit-uxml-layout Find authored tooltip attributes, unconsumed authored element names, fully fixed flex partitions that should leave one flexible remainder, fixed cross-axis content wrappers inside single-axis ScrollViews, layout-only manually centered containers, removable single-child centering wrappers, visually inert centered-label stretching or growth, repeated inline layout variants, and inline declarations already supplied by a loaded USS default, including implicit UI Toolkit classes.
UI Toolkit runtime unity_uitoolkit_runtime_documents uitoolkit/runtime-documents List runtime UIDocuments and their root visual element metadata.
UI Toolkit runtime unity_uitoolkit_runtime_tree uitoolkit/runtime-tree Read a UIDocument visual tree, including optional style and bounds data.
UI Toolkit runtime unity_uitoolkit_runtime_query uitoolkit/runtime-query Query runtime VisualElements by tree path, VisualElementPath name list, name, class, type, or text.
UI Toolkit runtime unity_uitoolkit_runtime_style uitoolkit/runtime-style Read inline style, resolved style, bounds, and background asset metadata for a runtime element.
UI Toolkit runtime unity_uitoolkit_runtime_repaint uitoolkit/runtime-repaint Repaint a runtime UIDocument or one selected VisualElement.
UI Toolkit runtime unity_uitoolkit_refresh uitoolkit/refresh Refresh UI Toolkit assets, repaint panels, and return after stable editor frames.
UI Toolkit runtime unity_uitoolkit_assert_layout uitoolkit/assert-layout Assert runtime layout constraints such as no-gap/no-overlap edge touching, edge alignment, center alignment, containment, and expected size.
UI Toolkit visual QA unity_uitoolkit_locate_element uitoolkit/locate-element Locate an Editor or runtime UI Toolkit element and return bounds, crop rect, and context for later screenshots or pixel checks.
UI Toolkit visual QA unity_uitoolkit_capture_element uitoolkit/capture-element Capture a UI Toolkit element by locating it in an Editor window or runtime UIDocument and cropping its containing window screenshot.
UI Toolkit visual QA unity_uitoolkit_compare_element uitoolkit/compare-element Capture a UI Toolkit element and compare the crop with a reference image, optionally writing a diff image.
UI Toolkit visual QA unity_uitoolkit_generated_children uitoolkit/generated-children Inspect generated UI Toolkit children such as arrows, checkmarks, scrollers, TabView internals, and unnamed unity-* subparts.
UI Toolkit visual QA unity_uitoolkit_resource_audit uitoolkit/resource-audit Audit target elements and descendants for resolved background assets, highlighted-state misuse, and missing or forbidden assets.
UI Builder unity_uitoolkit_builder_preview uitoolkit/builder-preview Open a UXML asset, enable Match Game View when visible content overflows the canvas, wait for a stable preview, and optionally capture the UI Builder window.
Screenshot utilities unity_screenshot_crop screenshot/crop Crop a screenshot or image file to a PNG for focused visual inspection.
Screenshot utilities unity_screenshot_scene screenshot/scene Capture the Scene View once and return a file, base64 PNG, or both.
Graphics utilities unity_graphics_asset_preview graphics/asset-preview Render Unity's preview for a prefab or other supported asset as a base64 PNG.
Graphics utilities unity_graphics_image_alpha_bounds graphics/image-alpha-bounds Inspect a PNG or texture asset and return visible alpha pixel bounds plus transparent margins.
Graphics utilities unity_graphics_rect_gap graphics/rect-gap Measure a gap or overlap between two rectangles along selected edges.
Graphics utilities unity_graphics_annotate_rects graphics/annotate-rects Draw rectangle borders onto screenshots or images for visual verification reports.
Graphics utilities unity_graphics_compare_images graphics/compare-images Compare two screenshots or crop regions, return difference bounds and samples, and optionally write a highlighted diff image.
Sprite pipeline unity_sprite_sheet_info sprite/sheet-info Inspect a sliced sprite sheet and return texture and sprite metadata.
Sprite pipeline unity_sprite_replace_and_slice sprite/replace-and-slice Replace a sprite sheet PNG and slice it into numbered sprites while preserving sprite IDs by name.
Sprite pipeline unity_sprite_slice_sheet sprite/slice-sheet Slice an existing sprite sheet into numbered sprites.
Sprite pipeline unity_sprite_update_animation_clip sprite/update-animation-clip Rebuild a SpriteRenderer sprite animation curve from a sheet's sprites.
Sprite pipeline unity_sprite_replace_slice_update_clip sprite/replace-slice-update-clip Replace a sheet, slice it, and update an AnimationClip in one call.
Texture pipeline unity_texture_apply_sprite_preset texture/apply-sprite-preset Apply high-level TextureImporter/Sprite settings, including pixel sprite preset, PPU, pivot, border, and reference settings.
Texture pipeline unity_texture_info texture/info Inspect texture dimensions and TextureImporter settings, including sprite PPU, pivot, and border.
Texture pipeline unity_texture_set_import texture/set-import Configure TextureImporter type and settings, including Sprite and NormalMap, then reimport once.
Texture pipeline unity_texture_find_duplicates texture/find-duplicates Audit project image assets for identical decoded pixels or file bytes across one or more folders.
Texture pipeline unity_texture_import_image texture/import-image Import an image from a URL or local file into Assets, dedupe by hash, and apply sprite import settings.
Texture pipeline unity_texture_check_ui_import_settings texture/check-ui-import-settings Check UI pixel-art image import settings, including pixel sprite defaults plus optional expected dimensions, border, and max texture size.
Player Build unity_build_start build/start Start a persistent Player Build job and optionally run the built player.
Player Build unity_build_get_job build/get-job Poll the Player Build job for its final BuildReport and optional run result.
Package management unity_packages_update_git packages/update-git Update a Git package through a deferred route; same-commit updates skip Unity Package Manager resolve by default.
Package management unity_packages_add packages/add Add a registry, Git, local, or tarball package through Unity Package Manager.
Package management unity_packages_remove packages/remove Remove an installed package without blocking the Editor main thread.
Package management unity_packages_search packages/search Search the package registry with bounded pagination.
Asset workspace unity_asset_create_folder asset/create-folder Ensure an Assets folder hierarchy, with dry-run support.
Asset workspace unity_asset_copy asset/copy Copy one or more Unity assets with overwrite snapshots and rollback.
Asset workspace unity_asset_dependencies asset/dependencies Read paginated incoming and outgoing asset references.
Asset workspace unity_asset_transaction asset/transaction Apply folder, copy, move, delete, and serialized edits as a rollback-capable transaction.
UI Toolkit authoring unity_uitoolkit_edit_uxml uitoolkit/edit-uxml Edit UXML elements, attributes, classes, hierarchy, and text structurally.
UI Toolkit authoring unity_uitoolkit_edit_uss uitoolkit/edit-uss Upsert/remove USS selectors and declarations structurally.
UI Toolkit authoring unity_uitoolkit_authoring_transaction uitoolkit/authoring-transaction Apply multi-file UXML/USS edits with rollback.
Jobs unity_jobs_list jobs/list List paginated job history owned by the calling agent.
Jobs unity_jobs_get jobs/get Read one owned historical job snapshot.
Project extensions unity_project_tools_list project-tools/list List compact project-tool names, descriptions, and behavior flags without parameter schemas.
Project extensions unity_project_tools_get project-tools/get Get the complete descriptor and input schema for one project tool.
Project extensions unity_project_tools_execute project-tools/execute Execute a project tool by toolName after inspecting its schema.

Project Extensions

Project-specific batch tools can live in the Unity project instead of this package. Put an Editor script in the project and mark a static method with MCPProjectToolAttribute:

using System.Collections.Generic;
using UnityMCP.Editor;

public static class ProjectMcpTools
{
    [MCPProjectTool("battleidle/add-property",
        Description = "Create and register a BattleIdle property.",
        InputSchemaJson = "{\"type\":\"object\",\"properties\":{\"id\":{\"type\":\"string\"}},\"required\":[\"id\"]}",
        MutatesAssets = true,
        FirstClass = true)]
    public static object AddProperty(Dictionary<string, object> args)
    {
        // Project-specific AssetDatabase / prefab / settings edits go here.
        return new { success = true };
    }
}

Project tools may opt into first-class concrete exposure from the Editor bridge with FirstClass = true, using a fully described schema:

{
  "route": "project-tools/call/battleidle/add-property",
  "toolName": "unity_pt_battle_add_prop",
  "inputSchema": {
    "type": "object",
    "properties": {
      "id": {
        "type": "string",
        "description": "Property identifier to add."
      }
    },
    "required": ["id"]
  }
}

Declare the behavior explicitly: use exactly one of ReadOnly = true, MutatesAssets = true, or MutatesRuntime = true. A first-class project tool must declare one of these operation kinds, a non-empty tool description, descriptions for every input property, and items schemas for arrays. Incomplete metadata is demoted safely to the three-stage catalog and returned with an exposureWarning. Tools without FirstClass = true stay out of the Editor bridge's first-class surface and use the same three-stage discovery contract as the rest of the project catalog. The companion Node MCP server intentionally keeps all project-defined tools behind list/get/execute so switching between open Unity projects cannot leak one project's concrete tools into another project's session.

First list compact summaries:

{
  "offset": 0,
  "limit": 100
}

Then request the selected tool's full schema:

{
  "toolName": "battleidle/add-property"
}

Finally execute it:

{
  "toolName": "battleidle/add-property",
  "args": {
    "id": "gold_amount"
  }
}

project-tools/list never returns inputSchema; only project-tools/get returns the detailed descriptor. Concrete project-tools/call/... routes are reserved for tools that explicitly opt into first-class exposure; project-tools/get plus project-tools/execute is the canonical workflow for the remaining project catalog.

Notes

  • Use the upstream README for the general feature list and MCP setup flow.
  • _meta/tools defaults to compact first-class metadata, 50 tools per page, and no schemas. Use includeSchema=true, offset, limit, and optional category as needed.
  • Configure namespaces used by every editor/execute-code call under Project Settings > Unity MCP > Execute Code. Keep one namespace per line; the usings request field remains available for one-off imports.
  • Successful wire responses omit the redundant inner success=true. Project-tool success envelopes are unwrapped, exact collection counts and completed-pagination aliases are omitted, and false truncation flags are absent. A partial page keeps only its collection, total, and nextOffset.
  • Wire-only Unity values use compact scalar forms such as position: "(1,2)", rect: "(1,2)-(4,5),size:(3,3)", bounds: "(0,0,0)-(2,4,6),size:(2,4,6)", color: "rgba(1,0.5,0,1)", and margin: "LTRB(1,2,3,4)". Equivalent dictionary shapes, execute-code values, complete reflected Rect aliases, and dimension pairs inside larger results are compacted centrally; internally queued command data remains structured.
  • Normal command replies do not repeat instance identity. Use the instance routes when project/port details are needed; wrong-project errors still keep the actual path, name, and port.
  • Error payloads keep success=false, error, errorCode, and retryable; an identical message alias is omitted.
  • Compilation diagnostics return isCompiling, counts.errors, counts.warnings, entries, and the independently surfaced deprecatedWarnings. Totals appear only when an entry list was actually truncated.
  • Queue tickets keep atomic status snapshots through Unity domain reloads. Queued work and interrupted reads resume with the same ticket; transport wait timeouts never overwrite the persisted business state. prefab-asset/add-component also persists its pre-refresh/mutation phase and reconciles the prefab before resuming. Other interrupted mutations return UncertainAfterReload and require target reconciliation before a new request. Stable idempotency keys prevent retry submissions from duplicating work.
  • For multiple Unity projects open at once, select or resolve the target instance before mutation. The MCP server forwards its path/name automatically, and the Editor rejects unbound mutations with target_project_required or mismatches with wrong_unity_project.
  • Project binding fields such as expectedProjectPath and expectedProjectName are transport metadata. The bridge validates them before dispatch and does not forward them into a project tool's strict business-argument schema.
  • unity_wait_editor_idle waits for both consecutive idle editor frames and a continuous idle time window (stableMs, default 500) to avoid returning before a delayed compile or asset import starts. Its timeout measures active Editor time and pauses while the AppDomain is reloading.
  • Planned domain reloads keep the instance registry entry with isReloading=true; a successful bridge restart replaces it with a ready entry, while a real server stop or Editor quit still unregisters immediately.
  • mcp/health is intended for diagnosing editor slowdown caused by MCP usage. It does not stop the bridge; use mcp/set-autostart to prevent the bridge from coming back automatically after reload.
  • texture/import-image is the preferred route for Figma/exported UI images: pass sourceUrl or sourcePath, targetPath or targetFolder + assetName, then use preset=pixel-sprite and border when needed.
  • For UI visual QA, use uitoolkit/locate-element first to confirm the measured semantic target, then uitoolkit/capture-element or uitoolkit/compare-element for local crops. Use uitoolkit/generated-children when controls such as TabView, DropdownField, Scroller, or ToggleButtonGroup may be drawing default child indicators.
  • The UI Toolkit static audits are explicit read-only tools in every project. Automatic import and filesystem-write warnings are opt-in through ProjectSettings/UnityMCPUIToolkitAudit.json, so installing the package does not impose an authoring policy on unrelated projects. The configuration accepts automaticAudit.ussSingleUseStyles, automaticAudit.uxmlLayoutContracts, the default-on rules.uxmlTooltipAttributes, the optional pixelGrid.enabled and positive pixelGrid.step, assetRoots, runtimeSourceRoots, and excludePaths. The tooltip rule is also available under Project Settings > Unity MCP > UI Toolkit Audit. Pixel-grid auditing is off unless a project enables it, and checks structural offsets, margin/gap spacing, and padding in both USS declarations and UXML inline styles. The UXML audit reports every authored tooltip attribute while that rule is enabled. The USS audit also reports advanced text generation without auto sizing, ineffective text alignment on shrink-wrapped Labels centered by a sole-child parent, and inheritable text styles unnecessarily owned by those child Labels. Reasoned local exceptions use /* uss-audit: allow-single-use <reason> */, /* uss-audit: allow-redundant-declaration <reason> */, /* uss-audit: allow-off-grid-pixels <reason> */, /* uss-audit: allow-text-style-contract <reason> */, <!-- uxml-layout-audit: allow-manual-center <reason> -->, <!-- uxml-layout-audit: allow-repeated-inline <reason> -->, <!-- uxml-layout-audit: allow-redundant-inline <reason> -->, <!-- uxml-layout-audit: allow-inert-text-stretch <reason> -->, <!-- uxml-layout-audit: allow-inert-text-grow <reason> -->, <!-- uxml-layout-audit: allow-single-child-centering-wrapper <reason> -->, <!-- uxml-layout-audit: allow-fixed-scroll-cross-axis-size <reason> -->, <!-- uxml-layout-audit: allow-unconsumed-element-name <reason> -->, <!-- uxml-layout-audit: allow-fixed-flex-partition <reason> -->, <!-- uxml-layout-audit: allow-off-grid-pixels <reason> -->, and <!-- uxml-layout-audit: allow-tooltip <reason> -->.
  • Prefab asset mutation tools return a summary-only prefabFileDiff by default. Pass includePrefabFileDiff=false to suppress it or request prefabFileDiffMode=minimal/full when line details are required. Use unity_prefab_asset_transaction_edit for multi-step edits.
  • Prefab saves retry transient Windows file locks, including Win32 error 1224. YAML normalization and diff capture are auxiliary; prefab-asset/set-property reports persistence only after Unity serialized readback confirms the requested value.
  • uitoolkit/builder-preview opens and screenshots UI Builder. Its GPU-composited viewport is captured from the temporarily raised on-screen window because Win32 PrintWindow only returns the shell. Unity does not expose a stable public UI Builder zoom API, so the route records requested zoom values but does not use reflection to force the viewport zoom.
  • Runtime uitoolkit/capture-element crops from the Game View render texture, keeping UI panel coordinates aligned with pixels and avoiding black GPU surfaces in Editor-window captures.
  • build/start returns a job ID before BuildPipeline.BuildPlayer begins. Poll build/get-job; the terminal result contains the authoritative BuildReport, so do not force an AssetDatabase refresh after a successful build. Keep overwrite=true for repeat tests so output folders do not accumulate.
  • asset/refresh likewise returns a job ID. Poll asset/get-refresh-job; if scripts trigger a domain reload, the persisted workflow resumes after the Editor becomes idle instead of losing the active MCP response.
  • unity_packages_update_git defaults to skipIfResolved=true. When the requested ref is a commit hash already recorded in packages-lock.json, the tool returns skipped=true without asking Unity Package Manager to resolve again. Pass force=true to force a resolve.
  • This fork intentionally keeps the package smaller by removing local documentation images.
  • The package is still the Unity Editor side only. You need an MCP server/client setup to call the tools from an assistant.
  • Package updates can take time if Unity needs to fetch from GitHub. Pinning commits keeps project state reproducible.

License

This fork follows the upstream license. See LICENSE.

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