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MCP for Unity

MCP Server

LLM‑powered control of the Unity Editor

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Updated 10 days ago

About

A local Python server that bridges Model Context Protocol clients with the Unity Editor, enabling AI assistants to manage assets, scenes, scripts, and editor functions via natural language commands.

Capabilities

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

MCP for Unity

Unity MCP bridges the gap between large‑language models (LLMs) and Unity’s powerful editor ecosystem. By exposing a set of well‑defined tools over the Model Context Protocol, it lets AI assistants such as Claude or Cursor issue natural‑language commands that are translated into concrete Unity actions. The result is a seamless workflow where developers can instruct the LLM to create assets, modify scenes, or tweak scripts—all without leaving their preferred code editor or command line.

The server is built around a lightweight Python process that listens for MCP requests from any compliant client. Inside the Unity Editor, a companion package registers an extensive toolbox of functions: asset importation and deletion, scene loading and saving, GameObject manipulation, shader CRUD operations, and even direct console access. Each tool is wrapped with safety checks—such as hash‑based precondition validation for text edits—to ensure that the LLM’s suggestions do not corrupt project files or break compilation. This tight coupling between the server and the Unity bridge means that every command is executed instantly, providing immediate feedback through the editor’s UI or console.

Key capabilities include natural‑language control of Unity workflows, automation of repetitive tasks, and structured script editing that respects C# syntax boundaries. The tool allows the LLM to propose precise, atomic changes to any file, while offers a higher‑level interface for inserting or replacing methods within classes. The function gives instant linting feedback, catching errors before the code is even compiled. These features reduce manual debugging and accelerate iteration cycles.

Real‑world scenarios range from rapid prototyping—where a designer can ask the LLM to “create a simple character controller and attach it to a new GameObject”—to large‑scale asset pipelines, where the assistant can batch‑import textures and generate corresponding material presets. QA teams can automate regression tests by having the LLM trigger scene loads, run predefined actions, and capture console logs. Because Unity MCP is extensible, teams can add custom tools or integrate with other MCP clients, making it a versatile hub for AI‑powered game development.

In practice, developers integrate Unity MCP into their existing pipelines by running the Python server locally and pointing an MCP client (e.g., Claude or Cursor) to it. The LLM then becomes a co‑developer, capable of reading project files, manipulating the editor state, and generating new content—all through conversational prompts. This capability not only speeds up routine tasks but also opens the door to novel creative workflows, such as having an AI generate level layouts based on textual descriptions or automatically refactor legacy codebases.