Unity-MCP

Unity-MCP

3.6

If you are the rightful owner of Unity-MCP and would like to certify it and/or have it hosted online, please leave a comment on the right or send an email to henry@mcphub.com.

Unity-MCP is a bridge between LLM and Unity, allowing for integration and automation of Unity tools through AI clients.

Unity MCP (AI Connector)

Unity VersionEditmodePlaymodeStandalone
2022.3.61f1
2023.2.20f1
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

Unity-MCP supports a wide range of tools. Each tool is a small connector between LLM and Unity Engine. You may create your own tools by using API, take a look at add custom tool.

Here is the list of default AI tools. All of them are available after installation Unity-MCP into your project.

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

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 (see note in running play mode tests)
Editor.Selection
  • ✅ Get selection
  • ✅ Set selection

Prefabs

  • ✅ Instantiate
  • 🔲 Create
  • ✅ Open
  • ✅ Modify (GameObject.Modify)
  • ✅ Save
  • ✅ Close

Package

  • 🔲 Get installed
  • 🔲 Install
  • 🔲 Remove
  • 🔲 Update

Assets

  • ✅ Create
  • ✅ Find
  • ✅ Refresh
  • ✅ Read
  • ✅ Modify
  • ✅ Rename
  • ✅ Delete
  • ✅ Move
  • ✅ Create folder

Scene

  • ✅ Create
  • ✅ Save
  • ✅ Load
  • ✅ Unload
  • ✅ Get Loaded
  • ✅ Get hierarchy
  • 🔲 Search (editor)
  • 🔲 Raycast (understand volume)

Materials

  • ✅ Create
  • ✅ Modify (Assets.Modify)
  • ✅ Read (Assets.Read)
  • ✅ Assign to a Component on a GameObject

Shader

  • ✅ List All

Scripts

  • ✅ Read
  • ✅ Update or Create
  • ✅ Delete

Scriptable Object

  • 🔲 Create
  • 🔲 Read
  • 🔲 Modify
  • 🔲 Remove

Debug

  • 🔲 Read logs (console)

Component

  • ✅ Get All

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. Make sure your project path doesn't have a space symbol " ".
  • C:/MyProjects/Project
  • C:/My Projects/Project
  1. Open Unity project, go 👉 Window/AI Connector (Unity-MCP).

  1. Install MCP client
  1. Sign-in into MCP client
  2. Click Configure at your MCP client.

  1. Restart your MCP client.
  2. Make sure AI Connector is "Connected" or "Connecting..." after restart.
  3. 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

⚠️ It only works with MCP client that supports dynamic tool list update.

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.Instance.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 efficiency purpose.

[McpPluginToolType]
public class Tool_GameObject
{
    [McpPluginTool
    (
        "MyCustomTask",
        Title = "Create a new GameObject"
    )]
    [Description("Explain here to LLM what is this, when it should be called.")]
    public string CustomTask
    (
        [Description("Explain to LLM what is this.")]
        string inputData
    )
    {
        // do anything in background thread

        return MainThread.Instance.Run(() =>
        {
            // do something in main thread if needed

            return $"[Success] Operation completed.";
        });
    }
}

Add custom in-game tool

⚠️ Not yet supported. The work is in progress

Running PlayMode tests

To be able to run Play Mode tests via the TestRunner MCP tool, you should consider configuring Unity to not perform a domain reload when entering Play Mode (Edit -> Project Settings -> Editor -> Enter Play Mode Settings - set to Reload Scene only or Do not reload Domain or Scene). Otherwise, starting the Play Mode tests will interrupt the TestRunner MCP tool, leading to a cycle of tests restarting.

Contribution

Feel free to add a new tool into the project.

  1. Fork the project.
  2. Clone the fork and open the resulting folder in Unity.
  3. Implement the new tool in your forked repository.
  4. Create Pull Request into original Unity-MCP repository.