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by CoplayDev • Uncategorized
An MCP server that integrates large language models with the Unity Editor to enable AI-driven development and automation.
Control and automate Unity Editor tasks using natural language.
Manage Unity assets, scenes, scripts, and editor functions programmatically.
Integrate AI assistants with Unity for enhanced development workflows.
MCP for Unity bridges AI assistants like Claude, Cursor, and VS Code Copilot with the Unity Editor via the Model Context Protocol. It allows natural language control to manage assets, scenes, scripts, and automate Unity workflows, enhancing productivity and enabling powerful AI-assisted Unity app creation. The server supports multiple Unity instances and offers extensive tools and resources for comprehensive Unity project management.
Executes multiple MCP commands in a single batch for dramatically better performance. STRONGLY RECOMMENDED when creating/modifying multiple objects, adding components to multiple targets, or performing any repetitive operations. Reduces latency and token costs by 10-100x compared to sequential tool calls. The max commands per batch is configurable in the Unity MCP Tools window (default 25, hard max 100). Example: creating 5 cubes → use 1 batch_execute with 5 create commands instead of 5 separate calls.
Return the current FastMCP request context details (client_id, session_id, and meta dump).
Execute arbitrary C# code inside the Unity Editor. The code runs as a method body with access to UnityEngine and UnityEditor namespaces. Use 'return' to send data back. Compiled in-memory — no script files created. Actions: execute (run code), get_history (list past executions), replay (re-run a history entry), clear_history. NOTE: safety_checks blocks known dangerous patterns but is not a full sandbox. Compiler options: 'auto' (Roslyn if available, else CodeDom), 'roslyn' (C# 12+, requires Microsoft.CodeAnalysis), 'codedom' (C# 6 only).
Execute a Unity menu item by path.
Search for GameObjects in the scene by name, tag, layer, component type, or path. Returns instance IDs only (paginated). Then use mcpforunity://scene/gameobject/{id} resource for full data, or mcpforunity://scene/gameobject/{id}/components for component details. For CRUD operations (create/modify/delete), use manage_gameobject instead.
Canonical editor readiness snapshot. Includes advice and server-computed staleness. URI: mcpforunity://editor/state
Currently active editor tool (Move, Rotate, Scale, etc.) and transform handle settings. URI: mcpforunity://editor/active-tool
List all cameras in the scene (Unity Camera + CinemachineCamera) with status. Includes Brain state, Cinemachine camera priorities, pipeline components, follow/lookAt targets, and Unity Camera info. URI: mcpforunity://scene/cameras
Documentation for GameObject resources. Use find_gameobjects tool to get instance IDs, then access resources below. URI: mcpforunity://scene/gameobject-api
All layers defined in the project's TagManager with their indices (0-31). Read this before using add_layer or remove_layer tools. URI: mcpforunity://project/layers
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