MCP for Unity

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Control the Unity Editor from your assistant: scenes, GameObjects, C# scripts, assets, tests and builds.

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uvx --from mcpforunityserver mcp-for-unity --transport stdio

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mcp.tc/i/unity

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Connects an AI assistant to a running Unity Editor. It exposes tools to create and edit GameObjects, components, prefabs, scenes, materials, shaders, textures, animation, physics, VFX and UI Toolkit. It can also write and validate C# scripts, read the console, run Unity Test Framework tests, manage packages and trigger player builds.

Runs locally with uvx over stdio (or optionally HTTP), and needs Python with uv. The Unity package must also be installed in your project so the Editor can connect to the server. No API key or sign-in is needed for local use. Maintained by Coplay and not affiliated with Unity Technologies.

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  • Create, modify and delete GameObjects and their components
  • Load, save and query scenes and prefabs
  • Create, edit and validate C# scripts
  • Manage assets, materials, shaders and textures
  • Run Unity Test Framework tests and read console output
  • Trigger player builds and switch platforms
  • Manage packages, physics, animation, VFX and UI Toolkit
  • Fetch Unity documentation and inspect APIs via reflection

listing.tools 43

  • apply_text_edits

    Apply text edits to script content.

  • batch_execute

    Execute multiple Unity operations in a single batch.

  • create_script

    Create new C# scripts.

  • debug_request_context

    Debug and inspect MCP request context

  • delete_script

    Delete C# scripts.

  • execute_custom_tool

    Execute custom Unity Editor tools registered by the project.

  • execute_code

    Execute arbitrary C# code inside the Unity Editor with access to Unity APIs.

  • execute_menu_item

    Execute Unity Editor menu items.

  • find_gameobjects

    Find GameObjects in the scene by various criteria.

  • find_in_file

    Search for content within Unity project files.

  • get_sha

    Get SHA hash of script content

  • get_test_job

    Get status of an async test job.

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  • manage_animation

    Animator control, AnimatorController CRUD and AnimationClip operations.

  • manage_asset

    Create, modify, search and organize Unity assets.

  • manage_build

    Trigger player builds, switch platforms, configure settings, batch builds.

  • manage_components

    Add, remove and configure GameObject components.

  • manage_editor

    Control Editor state, play mode, preferences, undo/redo.

  • manage_gameobject

    Create, modify, transform and delete GameObjects.

  • manage_camera

    Manage Unity Camera and Cinemachine with presets, pipelines and blending.

  • manage_graphics

    Manage volumes, post-processing, light baking, rendering stats and URP features.

  • manage_material

    Create and modify Unity materials and shaders.

  • manage_packages

    Install, remove, embed packages and configure registries.

  • manage_physics

    Manage 3D and 2D physics settings, joints, queries, forces and simulation.

  • manage_prefabs

    Create, instantiate, unpack and modify prefabs.

  • manage_probuilder

    Create and edit ProBuilder meshes, shapes and geometry operations.

  • manage_profiler

    Profiler session control, counter reads, memory snapshots, Frame Debugger.

  • manage_scene

    Load, save, query hierarchy, multi-scene editing, templates and validation.

  • manage_script

    Create, read and modify C# scripts.

  • manage_script_capabilities

    Query script management capabilities

  • manage_scriptable_object

    Create and modify ScriptableObjects.

  • manage_shader

    Work with Unity shaders.

  • manage_texture

    Create and modify textures with patterns, gradients and noise.

  • manage_tools

    Manage which tool groups are visible in this session

  • manage_ui

    Manage UI Toolkit elements: UXML, USS and UIDocument components.

  • manage_vfx

    Manage visual effects, particle systems and trails.

  • read_console

    Read Unity Editor console output: logs, warnings, errors.

  • refresh_unity

    Refresh the Unity Editor asset database.

  • run_tests

    Run Unity Test Framework tests.

  • script_apply_edits

    Apply code edits to C# scripts with validation.

  • set_active_instance

    Set the active Unity Editor instance for multi-instance workflows.

  • unity_docs

    Fetch Unity ScriptReference, Manual and package docs.

  • unity_reflect

    Inspect Unity C# APIs via live reflection.

  • validate_script

    Validate C# script syntax and compilation.

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  • Create a cube at the origin and add a Rigidbody to it

  • Write a PlayerController C# script and attach it to the Player object

  • Run all play mode tests and show me the failures

  • Read the Unity console and tell me what errors are present

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Claude Code

  1. Run this in a terminal, in your project folder:
claude mcp add --transport stdio unity -- uvx --from mcpforunityserver mcp-for-unity --transport stdio
  1. Start Claude Code and type /mcp. unity should show as connected.

Add --scope user to make it available in every project.

Claude Desktop

  1. Open Settings → Developer → Edit Config. It opens claude_desktop_config.json. Add:
claude_desktop_config.json
{
  "mcpServers": {
    "unity": {
      "command": "uvx",
      "args": [
        "--from",
        "mcpforunityserver",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}
  1. Save the file and restart Claude Desktop.

Needs uv (Python) on your computer. The file lives in ~/Library/Application Support/Claude/ on macOS and %APPDATA%\Claude\ on Windows.

Cursor

Or add it by hand to ~/.cursor/mcp.json (all projects) or .cursor/mcp.json (this project):

mcp.json
{
  "mcpServers": {
    "unity": {
      "command": "uvx",
      "args": [
        "--from",
        "mcpforunityserver",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}

Needs uv (Python) on your computer.

VS Code

Or from a terminal:

code --add-mcp '{"name":"unity","type":"stdio","command":"uvx","args":["--from","mcpforunityserver","mcp-for-unity","--transport","stdio"]}'

Or commit it to the repo in .vscode/mcp.json:

.vscode/mcp.json
{
  "servers": {
    "unity": {
      "type": "stdio",
      "command": "uvx",
      "args": [
        "--from",
        "mcpforunityserver",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}

Needs uv (Python) on your computer.

Devin Desktop

  1. Add it to ~/.config/devin/mcp_config.json (macOS and Linux) or %APPDATA%\devin\mcp_config.json (Windows):
mcp_config.json
{
  "mcpServers": {
    "unity": {
      "command": "uvx",
      "args": [
        "--from",
        "mcpforunityserver",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}
  1. Refresh the MCP server list in Cascade.

Devin Desktop is the new name for Windsurf.

Codex

codex mcp add unity -- uvx --from mcpforunityserver mcp-for-unity --transport stdio

Or edit ~/.codex/config.toml directly:

config.toml
[mcp_servers.unity]
command = "uvx"
args = ["--from", "mcpforunityserver", "mcp-for-unity", "--transport", "stdio"]

Needs uv (Python) on your computer.

Gemini CLI

gemini mcp add unity uvx -- --from mcpforunityserver mcp-for-unity --transport stdio

This adds it to the current project. Add -s user to use it everywhere.

Any client

Most clients that start local servers accept this shape:

{
  "mcpServers": {
    "unity": {
      "command": "uvx",
      "args": [
        "--from",
        "mcpforunityserver",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}

Zed puts servers under context_servers in its settings, with the same command, args and env fields.

Needs uv (Python) on your computer.

listing.faq

Can I paste mcp.tc/i/unity into my MCP client?

No. MCP for Unity runs on your own computer, started by your client, so it has no web address to connect to. The quick link is the page to share; the install command is uvx --from mcpforunityserver mcp-for-unity --transport stdio.

Does MCP for Unity need an API key?

No. It doesn't declare any keys or environment variables. It runs with your user account's permissions, so check what its tools can reach.

Is MCP for Unity a remote or a local server?

Local. Your client starts it as a process on your computer with uvx --from mcpforunityserver mcp-for-unity --transport stdio, which needs uv (Python).

What can MCP for Unity do?

It has 43 tools, including apply_text_edits, batch_execute and create_script. You can create, modify and delete GameObjects and their components, load, save and query scenes and prefabs and create, edit and validate C# scripts.

Which clients can use it?

Any client that starts local servers: Claude Code, Claude Desktop, Cursor, VS Code, Devin Desktop, Codex, Gemini CLI, Zed and others. claude.ai and ChatGPT only connect to remote servers.

Who wrote this page?

mcp.tc's robot read MCP for Unity's public metadata (its package and repository pages), and an AI model drafted the text from it. A person reviews anything the checks can't confirm. The text can still be wrong, so if you spot a mistake, use Report this listing on this page.

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