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Overview

MCP for Unity bridges AI assistants — Claude, Codex, VS Code, local LLMs, and more — with the Unity Editor via the Model Context Protocol. Give your LLM the tools to manage assets, control scenes, edit scripts, run tests, and automate workflows.

MCP for Unity building a scene

What you get

  • 40+ Unity Editor tools exposed over MCP — manage_scene, manage_script, manage_gameobject, manage_material, manage_physics, run_tests, and more.
  • 25+ read-only resources for state introspection — editor_state, gameobject_components, project_info, unity_instances, etc.
  • Auto-configuration for popular MCP clients — Claude Desktop, Claude Code, Cursor, VS Code, Windsurf, Cline, Codex, Qwen, Gemini CLI, Copilot CLI, OpenClaw.
  • Multi-instance support — drive several Unity Editors from a single session via set_active_instance.
  • Two transports — HTTP (multi-agent, default) and stdio (single-agent legacy).

When you'd use it

  • Prototype scenes and gameplay with natural language.
  • Generate and refactor C# scripts with full project context and validation.
  • Automate repetitive editor tasks — bulk asset processing, scene validation, regression testing.
  • Build custom AI-driven editor tools on top of the MCP protocol.

Next steps


MIT licensed. The upstream project is sponsored and maintained by Aura. Not affiliated with Unity Technologies.