MCP server for the Unity Editor. Lets AI agents like Claude Code inspect, manipulate, test, and screenshot your project.
- 73 tools: scenes, GameObjects, components, prefabs, transforms, tests, reflection + decompilation, C# eval, UI capture
- Zero-config clients: one click (or one command) per machine, then every project and editor connects automatically. No ports, no tokens, no per-project config
- Multi-editor safe: each open project runs its own server, sessions route to the right one by themselves
- MCP resources: console logs, scene hierarchy, test results, project files
- Unity 2022.3+ (Unity 6 recommended), Node.js 18+
Package Manager > + > Add package from git URL:
https://github.com/Singtaa/UnityMCP.git
Or clone / submodule into Packages/com.singtaa.unity-mcp.
- Open the project in Unity. Server auto-starts, launcher deploys to
~/.unity-mcp/stdio.js - Window > Unity MCP Server > Set up Claude Code
Done. Terminal equivalent:
# macOS / Linux
claude mcp add --scope user --transport stdio unity -- node ~/.unity-mcp/stdio.js
# Windows
claude mcp add --scope user --transport stdio unity -- node "%USERPROFILE%\.unity-mcp\stdio.js"Every Claude Code session inside any Unity project now reaches that project's own editor. Multiple editors side by side: each session finds its own. Editor closed or mid-reload: tools return a clear error and recover on their own.
Under the hood: the editor writes a per-session beacon (Temp/UnityMcp_Endpoint.json, removed on quit, never stale). The launcher resolves the session's project (CLAUDE_PROJECT_DIR, else cwd walk-up, UNITY_MCP_PROJECT overrides both) and proxies MCP to that project's live endpoint.
Other MCP clients: same launcher, or plain HTTP (endpoint + token shown in the window).
| Group | Tools (unity_ prefix) |
|---|---|
| Scene | scene_list, scene_load, scene_save, scene_new, scene_close |
| GameObject | gameobject_create, gameobject_find, gameobject_delete, gameobject_set_active, gameobject_set_parent, gameobject_rename, gameobject_duplicate |
| Component | component_list, component_add, component_remove, component_set_enabled, component_get_properties, component_set_property |
| Transform | transform_get, transform_set, transform_translate, transform_rotate, transform_look_at, transform_reset |
| Editor | selection_get/set/focus, editor_execute_menu_item, editor_notification, editor_log, editor_get_state, editor_pause/step, undo_*, playmode_enter/exit |
| Prefab | prefab_load, prefab_save, prefab_get_hierarchy, prefab_find_component |
| Test | test_list, test_run, test_run_sync, test_get_results |
| Capture | capture_panel, capture_game_view |
| Project & Assets | project_list_files, project_read_text, project_write_text, assets_refresh, assets_import, assets_find |
| Reflection | reflection_search_types, reflection_get_type_info, reflection_get_method_info, reflection_get_public_api, reflection_get_assemblies, reflection_decompile, reflection_invoke_static |
| Eval | eval |
Notable:
unity_eval: compile + run a C# snippet in the editor, no domain reload. Expression form returns its value, statement form usesreturn. Common usings imported, leadingusinglines hoisted. Bundled Roslyn (C# 9 ceiling). First call warms up for a few seconds, then tens of ms per compileunity_capture_panel: renders a UI ToolkitPanelSettingsto PNG offscreen, no scene chrome, works in edit and play mode. Auto-detects the activeUIDocumentunity_assets_find: Project-window query syntax (t:Material,t:Prefab ui,l:MyLabel), optional folder scoping, capped results with total countunity_reflection_decompile: full C# source of any loaded type or method- Quirks: wait ~1s after a domain reload before test tools;
unity_capture_game_viewis play-mode-only on Unity 6.3+
unity://console/logs · unity://hierarchy · unity://hierarchy/{scene} · unity://tests/results · unity://project/files
ProjectSettings/McpSettings.json (meant to be committed): HTTP port 5173, IPC port 52100, auto-start, auth token.
Ports taken by another project's server? A free pair is auto-allocated and stored per-machine in UserSettings/McpPortOverride.json (gitignored), so port shuffles never reach the team. Project identity is validated on every bridge connection: an editor can never adopt another project's server, even with misconfigured ports.
Manual server start: node src/server.js with MCP_PROJECT_ROOT set to the project path.
Complementary, not competing:
- Unity CLI owns editor lifecycle: installs,
unity open, builds, CI - UnityMCP owns the live editor session: UI capture, decompilation, eval, test loops, zero-config routing
- Typical agent loop:
unity open <project>via CLI, editor boots, server + beacon come up, launcher connects. No config on either side - CLI-launched editors run unfocused / in the background. UnityMCP is built and tested for exactly that (background-safe startup, retry through domain reloads)
- No port or tool-name conflicts. Register both
┌─────────────────────────────────────────────────────────────┐
│ AI Assistant │
├──────────────────────────────┬──────────────────────────────┤
│ stdio launcher │ (or direct HTTP clients) │
│ ~/.unity-mcp/stdio.js │ │
│ resolves the session's │ │
│ project, reads its beacon │ │
│ Temp/UnityMcp_Endpoint.json │ │
├──────────────────────────────┴──────────────────────────────┤
│ HTTP JSON-RPC (Port 5173, per project) │
├─────────────────────────────────────────────────────────────┤
│ Node.js MCP Server (Server~/) │
├─────────────────────────────────────────────────────────────┤
│ TCP NDJSON (Port 52100) │
├─────────────────────────────────────────────────────────────┤
│ Unity Editor C# Bridge │
│ (McpBridge → ToolRegistry → MainThreadDispatcher) │
├─────────────────────────────────────────────────────────────┤
│ Unity APIs │
└─────────────────────────────────────────────────────────────┘
Each open project runs its own Node server. The launcher is the shared front door that routes every session to the right one.
- Unity tests: Window > General > Test Runner (EditMode + PlayMode)
- Launcher tests:
npm testinServer~/ - Changelog: CHANGELOG.md
MIT. See LICENSE.