Control and verify a live Unity Editor through a local, low-token MCP server.
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent β or use 1-click editor setup below.
One-click editor setup isnβt available for this listing yet β we donβt have a confirmed install command, and weβd rather show nothing than point your editor at the wrong package or host. Follow the projectβs own setup instructions, linked above.
Give your AI coding agent hands, eyes, and a checklist inside Unity.
Codex, Claude, Cursor, Copilot, AntiGravity, and other shell-capable agents can inspect your live Unity Editor, change it, run it, test it, see the result, and keep fixing until the evidence says it is done.
Start in 3 steps Β· What can it do? Β· Why Hera? Β· How good is it? Β· Examples Β· Commands
An AI can write Unity C# without Hera, but it cannot reliably know what your live Editor looks like after the code is written.
Normally the loop looks like this:
Hera closes that loop:
A simple way to think about it:
The AI is the brain. Hera gives that brain hands to operate Unity, eyes to inspect the result, and a checklist so it does not stop while the project is still broken.
Hera does not replace Unity and it does not replace the coding agent. It connects the two so the agent can work with facts from your actual project instead of guessing from source code alone.
Unity development has a feedback loop that lives outside the source files.
A change can look correct in code and still fail because:
Hera lets the agent ask the real Editor instead.
If the selected Editor is not running, Hera can bootstrap the exact project before Connector discovery:
The project version comes from ProjectSettings/ProjectVersion.txt; the
matching Unity Hub install comes from UNITY_HUB_EDITOR or the platform default
(%ProgramFiles%\Unity\Hub\Editor on Windows). Pass --hub-root for a custom
Hub location. Startup uses normal Package Manager behavior, not -noUpm, and
returns when the new process publishes that exact project's heartbeat. On
Windows, Hera also restores the standard common-profile environment for the
Unity child when an agent shell omitted it, so UPM path resolution still starts
with the same baseline as a normal desktop launch.
The important part is not the command names. The important part is that the agent can observe β change β run β verify β repair without making you act as the courier between the AI and Unity.
You can use Hera for tiny one-line checks or for a full AI-assisted Unity workflow.
| What you want the AI to do | What Hera gives it |
|---|---|
| Check whether Unity is healthy | Live Editor status, version, project, compile state, Console errors |
| Start or restart the right Editor | Launch or restart the exact project from its recorded Unity version and wait for that project's heartbeat |
| Understand the current Scene | Scene info, GameObject search, Component and Inspector reads |
| Change the Scene | Create/save Scenes; create, duplicate, rename, parent, transform, tag, layer, or delete GameObjects |
| Edit Components | Add, remove, inspect, and change serialized Component values |
| Work with project assets | Find, create, copy, move, or delete assets under Assets/ |
| Run project-specific C# | Execute C# inside the loaded Editor with access to Unity APIs and project assemblies |
| Make animations | Author AnimationClips, AnimatorController state machines, and Timeline tracks/clips |
| Test a feature | Run EditMode and PlayMode tests and keep the result across domain reloads |
| Play the game | Enter Play Mode, wait for the real state change, inspect, then stop |
| See what Unity rendered | Capture Scene/Game views or isolated objects, plus bounded uGUI identity/coordinate and Camera.main 3D physics evidence |
| Test Unity input | Inspect uGUI raycasts, or synthesize Input System keyboard/mouse sequences, record them, and replay them in Play Mode |
| Build UI | Author uGUI layouts and verify the generated result |
| Recreate a reference UI | Measure a reference, build the real Unity UI, capture it, compare, and iterate |
| Improve game feel | Give the agent recipes for shake, hit stop, feedback, camera, sound, rewards, and accessibility |
| Clean up generated-looking UI | Detect common spacing, hierarchy, typography, color, and decoration problems |
| Create your own studio commands | Add project-specific [HeraTool] actions that appear automatically |
| Work with several open Editors | Target the intended project and keep that project identity through port changes |
| Require approval for risky work | Preflight destructive operations and continue only with the matching approval token |
In short, Hera is not just a "press Play" remote. It is a bridge for the whole edit-and-check loop around a running Unity project.
Without Editor access, the agent often ends with:
"This should work."
With Hera, it can finish with evidence such as:
That difference is the main reason Hera exists.
You no longer need to repeatedly:
The AI can perform most of that loop itself.
The normal production path is a CLI. Any agent that can run shell commands can use it.
No Python server is required. MCP is optional, not mandatory.
A giant tool response becomes more input for the model to read. Hera therefore gives common commands compact views such as IDs-only GameObject searches and on-demand tool schemas.
The goal is simple: send the agent the smallest amount of Unity state that is enough to make the next decision.
Unity recompiles scripts, reloads domains, changes ports, enters Play Mode, runs tests, and sometimes drops a connection while doing it.
Hera tracks these workflows instead of treating a successful HTTP send as proof that Unity is finished.
Start with the built-in commands. Later you can add a [HeraTool] for the workflow your own project repeats every day: build a dungeon room, validate a quest graph, bake a table, spawn a test battle, or check your studio-specific asset rules.
Hera avoids vague "AI magic" claims. The repository keeps concrete measurements and compatibility evidence instead.
Measured low-token baselines for list --compact are about 93 estimated tokens across the tested Unity versions. find_gameobjects --ids measured 49 to 55 estimated tokens in the retained cross-version fixtures.
| Unity Editor | list --compact | find_gameobjects --ids |
|---|---|---|
| 2022.3.62f2 | 93 T | 54 T |
| 2023.2.22f1 | 93 T | 54 T |
| 6000.3.5f2 | 93 T | 49 T |
| 6000.5.0f1 | 93 T | 55 T |
T is a simple ceil(UTF-8 bytes / 4) estimate for Hera's CLI payload only. It is not provider billing telemetry. Full methodology: token-reduction benchmark.
Supported Unity versions are Unity 6+ (6000.0 minimum), split into three compatibility buckets by compiler/API boundary. The release compile gate runs the Connector's exact source in a representative Editor per bucket:
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