AI Skills, MCP Tools, and CLI for Unity Engine. Full AI develop and test loop. Use cli for quick setup. Efficient token usage, advanced tools. Any C# method may be turned into a tool by a single line. Works with Claude Code, Gemini, Copilot, Cursor and any other absolutely for free.

Unity MCP (Server + Plugin)

openupm License Stand With Ukraine

image

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 acts as an AI-powered gateway between your Unity Editor and LLM, enabling 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.

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
  • ✅ 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

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

Installation

  1. Install .NET 9.0
  2. Install OpenUPM-CLI
  • Open command line in Unity project folder
  • 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.

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:

  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}'.";
    });
}

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.

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