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@burakaydinofficial/unity-editor-mcp

v0.20.4

Published

MCP server for Unity Editor integration - enables AI assistants to control Unity Editor

Readme

Unity Editor MCP Server

MCP (Model Context Protocol) server for Unity Editor integration. Enables AI assistants like Claude and Cursor to interact directly with Unity Editor for automated game development.

Features

  • Version-agnostic generic surface - the server learns each connected editor's tools (with schemas, at runtime) and exposes them through three meta-tools, so one server works with any Unity version and several editors at once
  • ~99 editor tools spanning GameObjects, components, scenes, scene analysis, assets (prefabs/materials/import settings), scripts, code intelligence, play mode, UI automation, the Test Runner, and editor operations
  • Multi-instance routing - discover every running editor and target any of them by project path or port
  • Pure ESM, zero native modules - npx-friendly; the only runtime dependency is the MCP SDK

Quick Start

Using npx (Recommended)

npx @burakaydinofficial/unity-editor-mcp

Global Installation

npm install -g @burakaydinofficial/unity-editor-mcp
unity-editor-mcp

Local Installation

npm install @burakaydinofficial/unity-editor-mcp
npx @burakaydinofficial/unity-editor-mcp

Unity Setup

  1. Install the Unity package from: https://github.com/burakaydinofficial/unity-editor-mcp.git?path=unity-editor-mcp
  2. Open Unity Package Manager → Add package from git URL
  3. The package automatically starts a loopback TCP bridge on a per-project derived port (range 6400–7423) and publishes it to a local discovery registry, so the server finds it automatically — no fixed port to configure

MCP Client Configuration

Claude Desktop

Add to your claude_desktop_config.json:

{
  "mcpServers": {
    "unity-editor-mcp": {
      "command": "npx",
      "args": ["@burakaydinofficial/unity-editor-mcp"]
    }
  }
}

Alternative (if globally installed)

{
  "mcpServers": {
    "unity-editor-mcp": {
      "command": "unity-editor-mcp"
    }
  }
}

Tool surface

The server advertises a small generic surface (v0.5.0 — ADR 0006):

  • list_unity_instances — list the running, discoverable editors (project, version, port); works even when none is connected
  • list_unity_tools — list the tools a connected editor supports, with schemas learned at runtime
  • call_unity_tool — invoke any of those tools by name (params validated against the editor's advertised schema before the call), routed to the named instance (required as of v0.5.0 — no default)

This is what lets one server drive any Unity version and several editors at once. The agent discovers each editor's tools on demand via list_unity_tools and invokes them by name with call_unity_tool — there is no per-tool advertised surface (ADR 0006).

The editor exposes ~99 tools spanning GameObjects, components, scenes, scene analysis, deep serialization, assets (prefabs / materials / import settings / ScriptableObjects), scripts, semantic code intelligence, play mode, UI automation, visual capture, the Test Runner, and editor operations — plus safety rails (a confirm-gate, a project-folder path sandbox, and a mutation audit log). The complete, categorized catalog lives in the project README.

Roslyn backend (optional)

Name-based code intelligence (resolve_symbol, get_type_members, find_implementations, syntactic find_references) works out of the box with no extra dependencies. For semantic analysis — overload-resolved goto_definition, cross-file rename_symbol, compiler get_diagnostics, get_type_hierarchy, and semantic find_references — there is an opt-in Roslyn sidecar:

  • Activate it per instance with start_roslyn (poll roslyn_status until ready); the gated commands then appear in list_unity_tools as available, and find_references upgrades to resolution: "semantic".
  • The base install ships no .NET. On first start_roslyn the server lazy-downloads a small self-contained binary for your platform from the GitHub release, caches it under ~/.cache/unity-editor-mcp-roslyn/, and spawns it — verified against a published SHA-256.
  • It is fully removable: delete the cache directory. If the binary can't be fetched (offline / unsupported platform), start_roslyn reports unavailable and the name-based layer keeps working.

Requirements

  • Unity: 2019.4 LTS or newer
  • Node.js: 18.0.0 or newer
  • MCP Client: Claude Desktop, Cursor, or compatible client

Troubleshooting

Connection Issues

  1. Ensure Unity Editor is running with the Unity package installed
  2. Check Unity console for connection messages (it logs the port it bound)
  3. The bridge is loopback-only (localhost) on a per-project port in 6400–7423 — make sure local TCP connections aren't blocked. Run list_unity_instances to confirm the server can see the editor

Installation Issues

# Clear npm cache
npm cache clean --force

# Reinstall
npm uninstall -g @burakaydinofficial/unity-editor-mcp
npm install -g @burakaydinofficial/unity-editor-mcp

Repository

Full source code and documentation: https://github.com/burakaydinofficial/unity-editor-mcp

License

MIT License - see LICENSE file for details.