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  3. Funplay Unity MCP
Funplay Unity MCP logo
Health: ActiveRecent health check succeeded.Last checked 9/22/2026, 5:17:12 PM

Funplay Unity MCP

User RatingsBe the first to rate and review this MCP server! Enrichment pendingWe havenโ€™t run our AI enrichment pass on this listing yet, so the overview, use cases, and FAQ below may be sparse or missing. We work through the catalog over time โ€” check back soon.
View Repository251 GitHub StarsTotal stargazers on GitHub for the source repository (251 stars).Visit Website

stdio bridge for the local Unity Editor MCP server from FunplayAI/funplay-unity-mcp.

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent โ€” or use 1-click editor setup below.

Add to CursorAdd to VS Code
Manual Client & Custom JSON ConfigExpand JSON โ–พ

Client Config & Setup

Remote HTTP
Choose your client or environment
Target File:~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "funplay-unity-mcp": {
      "url": "https://antigravity.google/docs/mcp/"
    }
  }
}

๐Ÿ’ก Paste the JSON block into your client's configuration file under mcpServers, then restart the application.

Install Directory Badge Claim listing Alternatives๐ŸŽฎ More in Gaming

Documentation Overview

Funplay MCP for Unity

The Most Advanced MCP Server for Unity Editor

Unity 2022.3+ License: MIT MCP Compatible Editor Only

ไธญๆ–‡ | English

The Most Advanced MCP Server for Unity

๐Ÿ’– If you find this project useful, please consider giving it a Star. It helps more Unity developers discover it and supports ongoing development.


Funplay MCP for Unity is an MIT-licensed Unity Editor MCP server that lets AI assistants like Claude Code, Cursor, Kimi Code, LM Studio, Windsurf, Codex, and VS Code Copilot operate directly inside your running Unity project.

Describe your game in one sentence โ€” your AI assistant builds it in Unity through Funplay MCP for Unity's built-in tools for scene creation, script generation, runtime validation, input simulation, performance analysis, and editor automation.

"Build a snake game with a 10x10 grid, food spawning, score UI, and game-over screen"

Your AI assistant handles it through Funplay MCP for Unity: creates the scene, generates all scripts, sets up the UI, and configures the game logic โ€” all from a single prompt.

Funplay MCP for Unity โ€” 16s demo

16-second demo โ€” AI generates a 3D model and integrates it into the scene end-to-end. Watch HD MP4.

Quick Start

If you just want to get connected fast, do these three things:

  • Install the Unity package from the Git URL
  • Start Funplay > MCP Server
  • Use the built-in one-click client configuration

1. Install via UPM (Git URL)

In Unity, go to Window โ†’ Package Manager โ†’ + โ†’ Add package from git URL:

Code
https://github.com/FunplayAI/funplay-unity-mcp.git

๐Ÿ’ก Before you clone or install, a quick โญ on GitHub would be greatly appreciated.

Optional: Install via OpenUPM

If you want Unity Package Manager to show registry-backed package version history and allow version selection, install from OpenUPM instead of Git.

Using the OpenUPM CLI:

bash
openupm add com.gamebooom.unity.mcp

Or add the scoped registry manually in Packages/manifest.json:

config.json
{
  "scopedRegistries": [
    {
      "name": "OpenUPM",
      "url": "https://package.openupm.com",
      "scopes": [
        "com.gamebooom"
      ]
    }
  ],
  "dependencies": {
    "com.gamebooom.unity.mcp": "0.6.9"
  }
}

If you installed from a Git URL before, remove the Git dependency first, then install from OpenUPM. Git-installed packages only show the resolved Git version in Unity and do not get the registry-backed Version History list.

2. Start the MCP Server

Menu: Funplay โ†’ MCP Server to start the server.

A new project gets its own port, derived from the project path, so two editors opened on different projects never fight over one port. The MCP Server window shows the exact URL (http://127.0.0.1:<port>/); the one-click configuration writes that URL for you. Type a port in Server Port to pin a fixed one (CI, a firewall rule) and Use Per-Project Port to derive one instead.

Upgrading from an earlier version changes nothing: the project keeps the port it was already using, recorded as a pin, so existing client configs keep working. Click Use Per-Project Port when you want that project to run beside another editor. See Running Several Unity Projects at Once for the full setup guide.

If the window reports a fallback port, do not use a client entry that still targets the occupied stable port; it could reach the process that owns that port. One-click configuration stays blocked until you click Use Per-Project Port or Pin Current Port and the server finishes restarting.

Direct in-process HTTP is the default transport. If you need stronger connection continuity across Unity script recompiles or Play Mode domain reloads, enable Experimental Broker Mode in the MCP Server window. It runs a tiny local broker with Unity's bundled Mono, keeps the same 127.0.0.1 port for MCP clients, and requires no client config change.

Open Funplay โ†’ Tool Exposure if you want to edit the exact tools exposed by core or full.

Open Funplay โ†’ MCP Settings if you need to adjust execute_code safety defaults or plugin debug logging.

3. Configure Your AI Client

Use the built-in One-Click MCP Configuration in the Funplay > MCP Server window first.

Select your target client, click Configure, and the package writes the recommended MCP config entry for you.

For Claude Code, Cursor, Codex, OpenCode, and DeepSeek Harness, click Configure + Skills to also install both built-in project skills.

If you want project-specific AI guidance for the current Unity project, open Funplay โ†’ Project Skills to choose supported platforms and install the built-in unity-mcp-workflow and unity-ui-composition skills. The UI skill covers responsive portrait and landscape uGUI work.

If you prefer to edit config files manually, use the examples below as fallback references. Replace <project> with this project's entry name and <port> with its port -- the MCP Server window shows both:

Claude Code / Claude Desktop
config.json
{
  "mcpServers": {
    "funplay-<project>": {
      "type": "http",
      "url": "http://127.0.0.1:<port>/"
    }
  }
}
Cursor
config.json
{
  "mcpServers": {
    "funplay-<project>": {
      "url": "http://127.0.0.1:<port>/"
    }
  }
}
LM Studio

LM Studio's mcp.json location can vary by version and platform. Prefer Program > Install > Edit mcp.json in LM Studio. Funplay's one-click Configure button opens LM Studio's lmstudio://add_mcp link and only updates an existing config file if one is already present, instead of creating a guessed path.

config.json
{
  "mcpServers": {
    "funplay-<project>": {
      "url": "http://127.0.0.1:<port>/"
    }
  }
}
VS Code
config.json
{
  "servers": {
    "funplay-<project>": {
      "type": "http",
      "url": "http://127.0.0.1:<port>/"
    }
  }
}
Trae
config.json
{
  "mcpServers": {
    "funplay-<project>": {
      "url": "http://127.0.0.1:<port>/"
    }
  }
}
Kiro
config.json
{
  "mcpServers": {
    "funplay-<project>": {
      "type": "http",
      "url": "http://127.0.0.1:<port>/"
    }
  }
}
Kimi / Kimi Code

Current Kimi Code releases load project-level MCP servers from .kimi-code/mcp.json (official MCP documentation). Funplay's one-click Configure target writes there so the current Unity server is only visible to Kimi sessions started in this project. If the machine only has the legacy Kimi CLI data directory, it writes the compatible user-level ~/.kimi/mcp.json instead. Start a new Kimi session from the Unity project root after configuring; on first use, review the loopback URL and trust the workspace. The generated project file contains this machine's local port, so normally keep it uncommitted unless the team deliberately shares one pinned port.

config.json
{
  "mcpServers": {
    "funplay-<project>": {
      "url": "http://127.0.0.1:<port>/"
    }
  }
}
Codex
toml
[mcp_servers.funplay-<project>]
url = "http://127.0.0.1:<port>/"
OpenCode

Written to the repository's own .opencode/opencode.json (not the global config), so only OpenCode sessions started inside this repo see this editor's tools.

config.json
{
  "mcp": {
    "funplay-<project>": {
      "type": "remote",
      "url": "http://127.0.0.1:<port>/",
      "enabled": true
    }
  }
}
DeepSeek Harness

Written as a delimited managed block into every DeepSeek Harness profile's ~/.dsh/profiles/<profile>/cordis.patch.yml, because DSH composes its plugins per launch through --profile and exposes no single active profile to target from outside. Anything outside the block is preserved on reconfigure, and deleting the block by hand uninstalls the entry.

yaml
# >>> funplay-mcp:funplay-<project> begin (managed by Funplay MCP -- reconfigure from Unity > Funplay > MCP Server)
# Funplay Unity MCP endpoint served by this editor; tools appear as mcp__funplay-<project>__<tool>.
- insert:
    - id: mcp-funplay-<project>
      name: '@deepseek-ai/dsh-mcp-client'
      config:
        serverName: funplay-<project>
        transport: streamable-http
        url: http://127.0.0.1:<port>/
# <<< funplay-mcp:funplay-<project> end
Antigravity

Written to the workspace-local .agents/mcp_config.json with mcpServers entries using serverUrl for Funplay's Streamable HTTP endpoint. This keeps the server out of unrelated workspaces. Use a current Antigravity version supporting workspace MCP configuration, then reload its MCP servers.

Read the full README โ†’View source on GitHub โ†’

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Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks โ€” not a rating.

GitHub stars
251
Stargazers on the source repository.
Last commit
8d ago
Most recent push to the default branch.
Directory activity
1 views
Config copies, upvotes, and views on AllMCPs.

Reviews

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Frequently Asked Questions about Funplay Unity MCP

Funplay Unity MCP is a hosted MCP server. Add it as a remote server in your client's config: "mcpServers": { "funplay-unity-mcp": { "url": "https://antigravity.google/docs/mcp/" } }

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Technical Specs & Signals

Category๐ŸŽฎGaming
More technical detailsExpand โ–พ
TransportSSE (Remote)
Last updatedSep 16, 2026
13/13 checks healthy over the last 45d
Views1
Unique ViewsTotal visits recorded for this listing page on AllMCPs.
Installs0
Installs & Copy ActionsTotal times users copied install commands or configuration snippets for this server.
GitHub stars251
GitHub Star CountTotal stargazers on GitHub representing community popularity (251 stars).
Last commit8d ago
Last Repository CommitThe most recent commit or push recorded for this server's GitHub repository.Last commit on Sep 16, 2026
47Quality signal: Fair ยท 47/100How this signal is calculated โ–พ
Server availabilityNot measured

Not scored for repo-hosted servers โ€” we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership10/20
Documentation & tools16/30
Adoption & activity9/15
Community engagement0/10

A guidance signal from public completeness & health data โ€” not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

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