Unity MCP

Local 2025-09-01 00:22:47 0
Developer Tools @IvanMurzak/Unity-MCP

Seamless automation and intelligent control over your Unity projects. By integrating with the MCP server and client, it allows AI agents or external tools to interact with your Unity environment—creating, modifying, and managing GameObjects, Components, Assets, Scenes, and more.


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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 2023.2.20f1
6000.0.46f1 6000.0.46f1 6000.0.46f1 6000.0.46f1

Unity-MCP is a bridge between LLM and Unity. It exposes and explains to LLM Unity's tools. LLM understands the interface and utilizes the tools in the way a user asks.

Connect Unity-MCP to LLM client such as Claude or Cursor using integrated AI Connector window. Custom clients are supported as well.

The project is designed to let developers to add custom tools soon. After that the next goal is to enable the same features in player's build. For not it works only in Unity Editor.

The system is extensible: you can define custom tools directly in your Unity project codebase, exposing new capabilities to the AI or automation clients. This makes Unity-MCP a flexible foundation for building advanced workflows, rapid prototyping, or integrating AI-driven features into your development process.

AI Tools

### GameObject - ✅ Create - ✅ Destroy - ✅ Find - ? Modify (tag, layer, name, static) - ✅ Set parent - ✅ Duplicate ##### GameObject.Components - ✅ Add Component - ✅ Get Components - ✅ Modify Component - - ✅ `Field` set value - - ✅ `Property` set value - - ✅ `Reference` link set - ✅ Destroy Component - ? Remove missing components ### Editor - ✅ State (Playmode) - ✅ Get - ✅ Set - ? Get Windows - ? Layer - ? Get All - ? Add - ? Remove - ? Tag - ? Get All - ? Add - ? Remove - ? Execute `MenuItem` - ? Run Tests #### Editor.Selection - ✅ Get selection - ✅ Set selection ### Prefabs - ✅ Instantiate - ✅ Create - ? Open - ? Save - ? Close ### Assets - ✅ Search - ✅ Refresh - ? Import (is it needed?) - ? Read - ? Modify - ✅ Rename - ✅ Delete - ✅ Move - ✅ Create folder ### Scene - ✅ Create - ✅ Save - ✅ Load - ✅ Unload - ✅ Get Loaded - ✅ Get hierarchy - ? Search (editor) - ? Raycast (understand volume) ### Materials - ? Create - ? Update - ✅ Assign to a Component on a GameObject ### Scripts - ✅ Read - ✅ Update or Create - ✅ Delete ### Scriptable Object - ? Create - ? Read - ? Modify - ? Remove ### Debug - ? Read logs (console) ### Component - ✅ Get All ### Package - ? Get installed - ? Install - ? Remove - ? Update

Legend: ✅ = Implemented & available, ? = Planned / Not yet implemented

Installation

  1. Install .NET 9.0
  2. Install OpenUPM-CLI

  3. Open command line in Unity project folder

  4. Run the command
openupm add com.ivanmurzak.unity.mcp

Usage

  1. Go ? Window/AI Connector (Unity-MCP).
  2. Click configure on your MCP client.
  3. Restart your MCP client.
  4. Make sure AI Connector is "Connected" after restart.
  5. Test AI connection in your Client (Cursor, Claude Desktop). Type any question or task into the chat. Something like:
Explain my scene hierarchy

Add custom tool

⚠️ Not yet supported. There is a blocker issue in csharp-sdk for MCP server. Waiting for solution. Please vote up for this issue and this to bring more attention to it. The custom tool is dependent on it.

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:

  1. To have a class with attribute McpPluginToolType.
  2. To have a method in the class with attribute McpPluginTool.
  3. [optional] Add Description attribute to each method argument to let LLM to understand it.
  4. [optional] Use string? optional = null properties with ? and default value to mark them as optional 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}'.";
    });
}

Add custom in-game tool

⚠️ Not yet supported. There is a blocker issue in csharp-sdk for MCP server. Waiting for solution. Please vote up for this issue and this to bring more attention to it. The custom tool is dependent on it.

Contribution

Feel free to add new tool into the project.

  1. Fork the project.
  2. Implement new tool in your forked repository.
  3. Create Pull Request into original Unity-MCP repository.