Unity MCP
by IvanMurzak
Unity MCP (Server + Plugin) provides an AI gate to Unity Editor and Unity player's build. It supports custom tools within a Unity project, allowing interaction with the Unity API through an MCP client.
Last updated: N/A
Unity MCP (Server + Plugin)
License
Stand With Ukraine
| Unity Version | Editmode | Playmode | Standalone | |---------------|----------|----------|------------| | 2022.3.61f1 |
2022.3.61f1
2022.3.61f1
2022.3.61f1
2023.2.20f1
2023.2.20f1
2023.2.20f1
6000.0.46f1
6000.0.46f1
6000.0.46f1
AI gate to Unity Editor and Unity player's build.
Supports custom tool
if any exists in your source code of a Unity project.
AI Tools
<table> <tr> <td valign="top">GameObject
- ✅ Create
- ✅ Destroy
- ✅ Add Component
- ✅ Remove Component
- ✅ Find by name (optional recursive)
- ✅ Find by path (optional recursive)
Component
- ✅ Get All from the project (optional search by substring)
- 🔲 Remove
- 🔲 Modify
Prefabs
- ✅ Instantiate
- 🔲 Create from scene
Editor
- 🔲 Run Tests
- 🔲 Start/stop Playmode in Editor
Assets
- ✅ Search
- 🔲 Import
- 🔲 Read
Scene
- ✅ Get hierarchy
- 🔲 Create scene
- 🔲 Save scene
- 🔲 Open scene
Materials
- 🔲 Create
- 🔲 Update
- 🔲 Assign to a Component on a GameObject
Scripts
- 🔲 Create
Installation
- Open command line in Unity project folder
- Run the command
openupm add com.ivanmurzak.unity.mcp
Usage
- Go 👉
Tools/Unity-MCP/Server/Print Config
. It prints intoConsole
window in Unity Editor the json string. - Copy the json string.
- Insert the json string into your MCP Client app:
- Claude dekstop
- macOS:
~/Library/Application Support/Claude/claude_desktop_config.json
- Windows:
%APPDATA%\Claude\claude_desktop_config.json
- macOS:
Add custom tool
⚠️ Not yet supported. There is a blocker issue in
csharp-sdk
for MCP server. Waiting for solution.
Unity-MCP is designed to support custom tool
development by project owner. MCP server takes data from Unity plugin and exposes it to a Client. So anyone in the MCP communication chain would receive the information about a new tool
. Which LLM may decide to call at some point.
To add a custom tool
you need:
- To have a class with attribute
McpPluginToolType
. - To have a method in the class with attribute
McpPluginTool
. - [optional] Add
Description
attribute to each method argument to let LLM to understand it. - [optional] Use
string? optional = null
properties with?
and default value to mark them asoptional
for LLM.
Take a look that the line
=> MainThread.Run(() =>
it allows to run the code in Main thread which is needed to interact with Unity API. If you don't need it and running the tool in background thread is fine for the tool, don't use Main thread for efficience purpose.
[McpPluginToolType]
public class Tool_GameObject
{
[McpPluginTool
(
"GameObject_Create",
Title = "Create a new GameObject",
Description = "Create a new GameObject."
)]
public string Create
(
[Description("Path to the GameObject (excluding the name of the GameObject).")]
string path,
[Description("Name of the GameObject.")]
string name
)
=> MainThread.Run(() =>
{
var targetParent = string.IsNullOrEmpty(path) ? null : GameObject.Find(path);
if (targetParent == null && !string.IsNullOrEmpty(path))
return $"[Error] Parent GameObject '{path}' not found.";
var go = new GameObject(name);
go.transform.position = new Vector3(0, 0, 0);
go.transform.rotation = Quaternion.identity;
go.transform.localScale = new Vector3(1, 1, 1);
if (targetParent != null)
go.transform.SetParent(targetParent.transform, false);
EditorUtility.SetDirty(go);
EditorApplication.RepaintHierarchyWindow();
return $"[Success] Created GameObject '{name}' at path '{path}'.";
});
}
Contribution
Feel free to add new tool
into the project.
- Fork the project.
- Implement new
tool
in your forked repository. - Create Pull Request into original Unity-MCP repository.