# CoderGamester/mcp-unity [Health: Active]

**Category:** 🎮 Gaming  
**Repository:** https://github.com/CoderGamester/mcp-unity  
**GitHub Stars:** 2000  
**Views:** 2  
**Installs:** 0  
**Upvotes:** 0  
**Directory Page:** https://allmcps.com/mcp/codergamester-mcp-unity

## Description
⃣ 🏠 - MCP Server for Unity3d Game Engine integration for game development

## Claude Desktop Quick Installation
No confirmed install details yet, so no config is published. Follow the setup steps in the repository above.

## Documentation

## What the CoderGamester/mcp-unity MCP server does

CoderGamester/mcp-unity connects an MCP-compatible AI assistant with the Unity Editor. It is intended for game development workflows where an agent needs to inspect or modify the active Unity project, including scenes, hierarchy objects, components, materials, packages, tests, and console output.

The integration also supports IDE package-cache access for VS Code-like environments. It adds Unity's `Library/PackedCache` folder to the workspace so code intelligence, completion, and type information can account for Unity package dependencies.

## How it works

The project uses a Node.js server to implement MCP and bridge requests to Unity. The Unity-side tools operate on editor state and project assets, allowing an assistant to issue structured operations instead of relying on manual editor interaction. Requests can target GameObjects by hierarchy path or instance ID, and scene operations can use names or asset paths where supported.

The server is most relevant when an AI workflow needs to make editor changes, inspect the resulting state, run Unity tests, or read console output. CoderGamester/mcp-unity is not described as a runtime game-service integration; its documented scope is the Unity Editor and project content.

## Tools and capabilities

Available operations include:

- Execute Unity menu items exposed through the `MenuItem` attribute.
- Select, inspect, create, update, duplicate, delete, move, rotate, scale, and reparent GameObjects.
- Add components and update component fields, including creating a missing component on an object.
- Create, load, save, unload, and delete scenes. Deleting a scene also removes it from Build Settings, while unloading does not delete the scene asset.
- Query active-scene details, including scene name, path, dirty state, and loaded scenes.
- Create prefabs with optional MonoBehaviour scripts and serialized field values.
- Add project assets to a scene through the AssetDatabase.
- Create materials, assign them to Renderer components, modify material properties, and inspect material information.
- Install Unity Package Manager packages.
- Run Unity Test Runner tests, recompile project scripts, send console messages, and retrieve paginated console logs.

These tools cover both read operations, such as getting GameObject details or console logs, and mutating operations, such as changing transforms or deleting objects.

## Limitations and notes

Operations affect the Unity Editor project and can change scenes, hierarchy contents, assets, packages, or project state. Deleting and unloading have different effects: deleting removes a scene and its Build Settings entry, whereas unloading removes it from the hierarchy without deleting the asset. Transform changes can be made in local or world space, and rotations support Euler angles or quaternions according to the documented tool behavior.

Consult the repository before deploying the server in a specific editor or automation setup.

_Full upstream README: https://allmcps.com/mcp/codergamester-mcp-unity/readme_

