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  3. Patina Unity MCP
Patina Unity MCP logo
Health: ActiveRecent health check succeeded.Last checked 9/11/2026, 3:31:22 PM

Patina Unity MCP

User RatingsBe the first to rate and review this MCP server!
View Repository2 GitHub StarsTotal stargazers on GitHub for the source repository (2 stars).Visit Website
unitygame-developmentdeveloper-toolsmcp

Controls the Unity Editor through an MCP server and local TCP bridge for scene, asset, script, console, test, and build workflows.

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.

One-click editor setup isnโ€™t available for this listing yet โ€” we donโ€™t have a confirmed install command, and weโ€™d rather show nothing than point your editor at the wrong package or host. Follow the projectโ€™s own setup instructions, linked above.

Manual Client & Custom JSON ConfigExpand JSON โ–พ
No confirmed setup config for this listing yet. We only publish a config block when the install details come from the project itself โ€” its README, its docs, or a verified owner. We havenโ€™t found those for taygunsavas/patina-unity-mcp, and weโ€™d rather show nothing than a guess youโ€™d paste into your client. Follow the projectโ€™s own setup instructions for the current steps.
Install Directory Badge Claim listing Alternatives๐ŸŽฎ More in Gaming

Overview

Patina connects MCP hosts to the Unity Editor through a local Rust server and C# bridge. Unity executes commands on its main thread, while the server communicates with the host over stdio. Use it when an AI coding tool needs to inspect or modify Unity projects.

Use cases

โ€ขInspect the active scene hierarchy
โ€ขCreate and modify Unity GameObjects
โ€ขOpen and save scenes
โ€ขManage prefabs, assets, scripts, and components
โ€ขRun Unity console commands and tests

Key features

โ€ขLocal stdio MCP server with a TCP Unity bridge
โ€ข86 Unity Editor commands
โ€ขScene and GameObject operations
โ€ขPrefab, asset, script, console, and test workflows
โ€ขBuild settings access
โ€ขCapability search and health diagnostics

Capabilities & Tool Schemas

Inspect callable tools, capabilities, and parameters exposed to AI agents by Patina Unity MCP.

Extracted Tool Capabilities
Local stdio MCP server with a TCP Unity bridge
86 Unity Editor commands
Scene and GameObject operations
Prefab, asset, script, console, and test workflows
Build settings access
Capability search and health diagnostics

Documentation Overview

Patina

npm version MCP Registry Glama MCP server Indexed on TensorBlock MCP Index License: MIT

Control the Unity Editor from any MCP host. One package install, one click, and your AI assistant can see your scene, create objects, and talk to the console.

Patina is a Rust MCP server paired with a C# Unity bridge. It connects your favorite AI coding tool directly to the Unity Editor over a local TCP channel, with zero manual config.

Why Patina?

  • One-click setup. Install the UPM package, click a button, and every supported host is configured automatically.
  • No Rust required. Release packages ship pre-built binaries for Windows, Linux, and macOS. Just install and go.
  • Built for speed. The Rust sidecar keeps the MCP layer fast and lightweight while Unity stays on the main thread.
  • Multi-host. Works with Claude Code, Cursor, VS Code, Gemini CLI, JetBrains Rider, Codex CLI, and more.

How It Works

Code
MCP Host  <-- stdio -->  Patina Server  <-- local TCP -->  Unity Editor

The host launches the Rust binary over stdio MCP. The Rust server forwards tool calls into Unity through a local loopback TCP bridge. Unity executes them on the main thread and returns the result.

Quick Start

1. Install the Unity package

In Unity, open Project Settings > Package Manager, add a scoped registry, then install the package by name.

Scoped registry:

FieldValue
Namenpmjs
URLhttps://registry.npmjs.org
Scope(s)com.taygunsavas

Then open the Package Manager (Window > Package Manager), click the + icon in the top left, select Add package by name..., and enter:

text
com.taygunsavas.patina-unity-mcp

Registry releases are signed during the release workflow for Unity Package Manager verification.

Alternatively, open the Package Manager, click the + icon, select Add package from git URL..., and enter:

text
https://github.com/taygunsavas/patina-unity-mcp.git?path=/unity-package

Patina is distributed as a complete Unity package artifact with the editor code, native Rust runtime binaries under Plugins/<platform>/, and the Unity metadata needed for import. End users do not need the Rust toolchain or a Git checkout of this repository.

2. Run One-Click Setup

Open Window > Patina Unity MCP and click One-Click Setup.

The setup flow verifies the binary, starts the Unity bridge, auto-configures every detected host, replaces stale entries, and shows restart guidance where needed.

Patina writes host configs to a stable user-level runtime path instead of a per-project Unity package cache path. When the package is updated, the Unity editor package refreshes that managed runtime automatically, so supported MCP hosts do not need to be reconfigured just because the package cache path changed.

3. Start building

Open your MCP host and try:

  • "Log hello to Unity console"
  • "Show me the scene hierarchy"
  • "Create a cube at position 0, 2, 0"

Available Capabilities

Patina keeps the advertised MCP surface compact so hosts do not need to load every Unity command schema into context. Agents should use:

MCP toolWhat it does
patina_capabilitiesSearch or browse the Unity command catalog; request schemas only for specific commands
patina_callExecute a catalog command with JSON parameters
patina_healthInspect Patina version, command count, bridge port, optional Unity editor state, and bridge diagnostics

The 87 commands below are available through patina_capabilities and patina_call.

Scene

ToolWhat it does
get_hierarchyRetrieve the active scene's GameObject tree as nested JSON; supports max_depth and name_filter
get_scene_infoActive scene metadata (name, path, build index, root count, dirty state); pass include_all_scenes for all loaded scenes
open_sceneOpen a scene by project-relative path; mode single (default) or additive
save_sceneSave the active scene or any loaded scene; supports Save As
new_sceneCreate and save a new scene with optional empty or default-game-objects setup

GameObjects

ToolWhat it does
create_game_objectSpawn an empty GameObject or a built-in primitive (Cube, Sphere, Capsule, Cylinder, Plane, Quad)
delete_game_objectPermanently delete a GameObject and all its children
duplicate_game_objectDuplicate a GameObject and its children
reparent_game_objectMove a GameObject under a new parent; pass null to promote to scene root
get_game_object_infoFull details for a named GameObject: transform, tag, layer, and all component properties
set_active_stateShow or hide a GameObject via SetActive()
set_tagSet the tag on a GameObject (tag must be registered in Tags & Layers)
set_layerSet the layer by name; optionally apply to all children
set_transformSet position, rotation (Euler), and/or scale in world or local space in one call

Components & Properties

ToolWhat it does
add_componentAdd a component by short name (Rigidbody) or fully qualified name
remove_componentRemove a component by type name
set_propertySet any serialized property on a component using its SerializedObject path
get_game_object_componentsReturn a lightweight component list for a GameObject

Batch Operations

ToolWhat it does
batch_set_propertiesApply serialized property changes across multiple GameObjects
batch_add_componentsAdd components to multiple GameObjects
batch_set_transformApply transform changes to multiple GameObjects

Prefabs

ToolWhat it does
create_prefabSave a scene GameObject as a prefab asset
instantiate_prefabInstantiate a prefab into the scene at an optional world position
get_prefab_infoInspect a prefab asset or scene instance; returns asset type, overrides list, and instance status
unpack_prefabSever a prefab instance link; outermost (default) or completely
apply_prefab_overridesApply all instance overrides back to the source prefab asset on disk
revert_prefab_overridesRestore a prefab instance to match its source asset
list_prefab_componentsList component types and instance IDs on a prefab asset; optionally includes child GameObjects with transform paths
edit_prefab_assetPerform a batch of edit operations (add/remove component, add/remove child, set field) on a prefab asset, including object-reference fields
open_prefab_stageOpen a prefab asset in Unity's prefab stage for editing; exit using close_prefab_stage
close_prefab_stageClose the active prefab stage; save_changes parameter resolves dirty stages without Unity's blocking save prompt, giving save or discard decision

Example: Set a component reference within a prefab.

To point a serialized field at another component inside the same prefab, pass an edit_prefab_asset action with set_field and an object reference value. The transform_path inside value is resolved against the prefab root, not against the action's own transform_path:

config.json
{
  "asset_path": "Assets/Prefabs/MyPrefab.prefab",
  "actions": [
    {
      "action_type": "set_field",
      "component_type": "MyNamespace.MyComponent",
      "field_name": "targetReference",
      "value": {"transform_path": "Container/Button", "component_type": "MyNamespace.TargetComponent"}
    }
  ]
}

Assets

ToolWhat it does
find_assets_by_typeSearch the Asset Database by type filter (t:Material, t:Prefab, t:Texture2D, etc.)
find_assets_by_nameSearch the Asset Database by partial name match
get_asset_infoMetadata for an asset: GUID, type, file size, labels, and importer settings
create_folderCreate a new folder in the Asset Database
move_assetMove an asset to a new project-relative path
rename_assetRename an asset in-place
delete_assetDelete an asset by project-relative path
refresh_asset_databaseTrigger AssetDatabase.Refresh; incremental or force-reimport
set_asset_labelsReplace the full label list on an asset

Materials

ToolWhat it does
create_materialCreate a new Material asset; defaults to URP/Lit
get_material_propertiesRead all exposed shader properties with names, types, and current values
set_material_propertySet a shader property (float, bool, color, vector, or texture path)
assign_materialAssign a Material to a specific Renderer slot

Scripts

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
2
Stargazers on the source repository.
Last commit
12d ago
Most recent push to the default branch.
Directory activity
2 views
Config copies, upvotes, and views on AllMCPs.

Reviews

No reviews yet โ€” be the first to share how this listing worked for you.

Frequently Asked Questions about Patina Unity MCP

The MCP host launches the Rust server over stdio, and the server forwards tool calls to the Unity Editor through a local loopback TCP connection.

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Technical Specs & Signals

Category๐ŸŽฎGaming
PricingFree
More technical detailsExpand โ–พ
AuthNo auth required
LicenseMIT
ClientsCursor
Last updatedAug 30, 2026
5/6 checks healthy over the last 32d
Views2
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 stars2
GitHub Star CountTotal stargazers on GitHub representing community popularity (2 stars).
Last commit12d ago
Last Repository CommitThe most recent commit or push recorded for this server's GitHub repository.Last commit on Aug 30, 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 & tools20/30
Adoption & activity5/15
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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