UnityMCP
A Unity package: the Editor serves MCP over HTTP itself, and agents and the command line drive scenes, assets and builds
- 338 ★ on the repository
- Last commit
- MIT
Broad access
Why this level
- The C# snippet tool runs code inside the Unity Editor
- Authoring tools change scenes, assets and prefabs in your project
- The descriptor and token files let anyone who reads them run code in the editor
Install
- Works in
Manual install
curl -fsSL https://raw.githubusercontent.com/isuzu-shiranui/UnityMCP/main/install.sh | shInstalls isuzu-unity-cli on macOS and Linux. Windows has install.ps1, and with the .NET 10 SDK dotnet tool install -g IsuzuUnityCli works.
Access and checks
How we reviewBroad accessThe tool can change data, run commands or handle secrets.
- The C# snippet tool runs code inside the Unity Editor
- Authoring tools change scenes, assets and prefabs in your project
- The descriptor and token files let anyone who reads them run code in the editor
This is third-party code. Review the repository files before installing.
What it does
UnityMCP is a Unity Editor package that turns the editor itself into an MCP server. A client connects directly to http://127.0.0.1:port/mcp. Connection is verified with Claude Code, Cursor, Codex, Gemini CLI, VS Code and Claude Desktop. Tools are split into groups. Diagnostics reads the console, Editor.log, compile status and tests, plus the scene hierarchy and assets. The authoring group edits objects, components, scenes and prefabs, and each call collapses into a single undo step. Separately there are rendering, Timeline and Recorder, builds, running a C# snippet and synthesizing editor input. The same work is available from a terminal through isuzu-unity-cli. The executable needs neither Node nor .NET. The isuzu-unity-cli verify command recompiles the project, collects errors and reads the console in one call. You add your own tool with a static C# method carrying the McpTool attribute, or with a JSON file.
Who it is for. For Unity game developers who want an agent to assemble scenes, edit assets and check the build on its own.
Good fit when
- An agent should create objects and components in a scene and leave the result as one undo step
- After a script edit you need to recompile and get the list of compile errors
- A script or CI job needs to call an editor tool from the command line
- You want to run Unity tests and read their results through an agent
Not a fit when
- Your Unity version is below 2022.3: it is not supported
- You need access to an already built game: the tools work only in the editor and nothing ships in a player build
- You work outside Unity: the package is made for that editor only
- An agent must not run code in the editor: there is a tool that runs a C# snippet
Example request
Recompile the project, show console errors and then run the EditMode testsMCP
- Transport
- http
- Authentication
- API key
Limitations
Needs Unity Editor 2022.3 or newer (the author's tests run on Unity 6000.0.35f1) and Git 2.14.0 or newer for installing from the repository URL. The com.unity.nuget.newtonsoft-json 3.2.1 dependency resolves on its own. Timeline tools appear only with the com.unity.timeline package, Recorder tools with com.unity.recorder plus Timeline, and test_run and test_results with com.unity.test-framework. The server listens on 127.0.0.1 only, and every request except OPTIONS needs a token.
How to disable. Remove the package in Unity's Package Manager. For the CLI run isuzu-unity-cli uninstall, which removes the skill and client entries. Delete the server entry in the MCP client configuration separately.
FAQ
How do I connect UnityMCP to Claude Code?
Add the package through Package Manager from the repository URL, install isuzu-unity-cli and run isuzu-unity-cli setup --mcp --agent claude-code. Start Claude Code from the Unity project folder.
How does the CLI find the running editor?
The editor writes its address and token into a descriptor file, and the CLI reads it on its own. You never type the port or token by hand.
How do I add my own tool?
Write a static C# method in the editor and mark it with the McpTool attribute. The JSON schema is built from the signature, and the tool is available to both MCP clients and the CLI. Without C# you can describe a tool in a JSON file.
What does the verify command do?
It combines the recompile after a script edit, error collection and reading console errors into one call. With --test it runs the tests too.
What if several Unity editors are running?
Pick one with the --project flag and the project name. Inside a project folder the choice is automatic.
Discussion
No questions or reviews yet.
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Comparison with similar tools
Entries that share the main search query, and how they differ.
| Entry | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| UnityMCP (this entry) | no | API key | 338 | |
| Unity MCP Server | no | not required | 530 | another MCP server for Unity with its own toolset |
| MCP Unity | no | not required | 2,006 | an MCP server for Unity built on Node with a separate process |
README in short
The documentation comes in Japanese, English and Vietnamese. Detailed guides on tool groups, the CLI and security live in separate files in the repository.