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MCP Unity

by CoderGamester

Connects AI assistants to Unity Editor for scene, GameObject, material, package, testing, and console operations.

Install MCP Unity

Pick your client, then add it in one click or paste the config.

No confirmed install command yet

We only publish a config when the install details come from the project itself — its README, its docs, or a verified owner. We haven’t found those for CoderGamester/mcp-unity, and we’d rather show nothing than a guess you’d paste into your client.

Open setup steps on GitHub

Overview

CoderGamester/mcp-unity MCP server connects AI assistants to Unity Editor projects through a Node.js MCP bridge. It exposes tools for querying and changing scenes, GameObjects, components, materials, packages, tests, and console logs. Reach for it when an agent needs to perform structured Unity Editor operations rather than only edit project files. Its documented clients include Cursor, Windsurf, Claude Code, Codex CLI, and Visual Studio Code.

Use cases

  • Modify Unity scenes and GameObjects through natural-language requests
  • Inspect Unity components, materials, scenes, and console logs
  • Create prefabs, materials, scenes, and hierarchy structures
  • Run Unity tests and recompile project scripts
  • Install Unity packages from an AI-assisted workflow

Key features

  • Unity Editor scene and GameObject control
  • Component, transform, prefab, and material operations
  • Unity Package Manager installation
  • Unity Test Runner execution
  • Console log retrieval and message sending
  • Unity package-cache access for IDE code intelligence

Security & health

What it can reach and how reliably it runs — from our own checks, not the maintainer’s claims.

ActiveLast checked Today

Recent health check succeeded.

28/28 checks healthy over the last 79d

Supply-chain signal

2 high-severity advisories on record for this package. Most advisories affect transitive dependencies and may not be exploitable in this server's actual usage — this is a directional signal, not a security audit.

Critical 1High 1Medium 0Low 0

Scanned 8/19/2026 via OSV.dev

Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars2kStargazers on the source repository.
Last commit16d agoMost recent push to the default branch.
Directory activity2 viewsConfig copies, upvotes, and views on AllMCPs.

How MCP Unity works

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.

Reviews

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Frequently Asked Questions about MCP Unity

CoderGamester/mcp-unity is an MCP server that connects AI assistants to the Unity Editor through a Node.js bridge. Its main tools inspect and modify scenes, GameObjects, components, materials, and packages, while also running tests, recompiling scripts, and reading or sending Unity console logs.

It identifies Unity and Node.js as project technologies and describes a Node.js server bridging MCP requests to the Unity Editor, so you should consult the repository for the required installation and configuration procedure.

Yes, CoderGamester/mcp-unity is documented as working with Cursor. Cursor is also listed among the VS Code-like IDEs that can receive Unity's Library/PackedCache folder in the workspace to improve package-related code intelligence, completion, and type information.

Yes, it can modify Unity GameObjects. The documented tools update core properties and components, add missing components, change transforms, duplicate or delete objects, reparent them, and select or inspect objects by hierarchy path or instance ID.

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