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MCP Unity Editor

MCP Server

Enable AI to control your Unity projects seamlessly

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About

MCP Unity Editor bridges the Model Context Protocol with the Unity Editor, allowing AI assistants to read and modify game projects directly. It connects via a Node.js server, enabling tools like Claude, Windsurf, and Cursor to perform in‑editor operations.

Capabilities

Resources
Access data sources
Tools
Execute functions
Prompts
Pre-built templates
Sampling
AI model interactions

Unity MCP server badge

The MCP Unity server turns a Unity project into a first‑class AI workspace. By exposing the Unity Editor through the Model Context Protocol, it lets conversational assistants such as Claude, Windsurf, or Cursor read project assets, manipulate scenes, and invoke editor commands—all without leaving the chat interface. This solves a common pain point for game developers: the friction of switching between an IDE, the Unity editor, and a separate AI tool. With MCP Unity, the assistant can directly interrogate the scene hierarchy, fetch component values, or even trigger play mode from within a conversation.

At its core, the server runs a Node.js process that bridges Unity’s C# API to the MCP specification. Developers add the Unity package, and the server automatically registers resources like scenes, prefabs, and scripts. The assistant can then call tools such as “Create a new GameObject”, “Set the position of Player to (0, 1, 5)”, or “List all components on the Main Camera”. Because these operations are executed inside the Unity Editor, any changes are immediately visible in the editor viewport and saved to disk if desired. This tight coupling eliminates round‑trips and keeps developers in a single workflow.

Key capabilities include:

  • IDE integration: The server injects itself into popular code editors (VSCode, Cursor, Windsurf), enabling inline tool calls and context‑aware suggestions that reference Unity assets.
  • Resource browsing: AI agents can query the asset database, retrieve file paths, or list available prefabs and scripts.
  • Scene manipulation: Tools allow creating, moving, rotating, or deleting objects, as well as modifying component properties and triggering physics simulations.
  • Editor command execution: The assistant can start or stop play mode, build the project, or run custom editor scripts.
  • Custom prompts and sampling: Developers can define context‑specific prompts that tailor the assistant’s responses to game design or debugging tasks.

Real‑world scenarios where MCP Unity shines include rapid prototyping—where a designer can ask the assistant to “Add a light source above the player” and see it instantly applied—or debugging, where an engineer can request “Show all colliders in the current scene” and receive a visual overlay. For teams using AI‑augmented code editors, the server provides a seamless bridge that keeps the assistant in sync with the live Unity environment.

In summary, MCP Unity removes the barrier between conversational AI and game development. By exposing Unity’s full editor functionality through a standardized protocol, it empowers developers to iterate faster, experiment more freely, and harness AI assistance directly inside the tools they already use.