by FunplayAI
The Most Advanced MCP Server for Unity Editor with execute_code, prompts/resources, input simulation, screenshots, and play mode automation.
# Add to your Claude Code skills
git clone https://github.com/FunplayAI/funplay-unity-mcpGuides for using mcp servers skills like funplay-unity-mcp.
Last scanned: 6/11/2026
{
"issues": [],
"status": "PASSED",
"scannedAt": "2026-06-11T08:50:10.182Z",
"npmAuditRan": false,
"pipAuditRan": true,
"promptInjectionRan": true
}funplay-unity-mcp is an open-source mcp servers skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by FunplayAI. The Most Advanced MCP Server for Unity Editor with execute_code, prompts/resources, input simulation, screenshots, and play mode automation. It has 240 GitHub stars.
Yes. funplay-unity-mcp passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.
Clone the repository with "git clone https://github.com/FunplayAI/funplay-unity-mcp" and add it to your Claude Code skills directory (see the Installation section above).
funplay-unity-mcp is primarily written in C#. It is open-source under FunplayAI on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other MCP Servers skills you can browse and compare side by side. Open the MCP Servers category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh funplay-unity-mcp against similar tools.
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⚠️ Third-Party Software Notice
This skill is third-party open-source software developed and hosted independently on GitHub. SkillsLLM is an informational directory and does not control or maintain the underlying repository.
Any security checks, ratings, or warnings displayed by SkillsLLM are automated and limited in scope. They do not constitute a security certification or guarantee that the software is safe, error-free, or free from malicious code, vulnerabilities, compromised dependencies, or prompt-injection risks.
Review the source code, permissions, dependencies, and configuration before installing or running any third-party skill. Use is at your own risk. To the maximum extent permitted by applicable law, SkillsLLM is not liable for losses arising from third-party software.
💖 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 — your AI assistant builds it in Unity through Funplay MCP for Unity's 157 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 — all from a single prompt.
If you just want to get connected fast, do these three things:
Funplay > MCP ServerIn Unity, go to Window → Package Manager → + → Add package from git URL:
https://github.com/FunplayAI/funplay-unity-mcp.git
💡 Before you clone or install, a quick ⭐ on GitHub would be greatly appreciated.
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:
openupm add com.gamebooom.unity.mcp
Or add the scoped registry manually in Packages/manifest.json:
{
"scopedRegistries": [
{
"name": "OpenUPM",
"url": "https://package.openupm.com",
"scopes": [
"com.gamebooom"
]
}
],
"dependencies": {
"com.gamebooom.unity.mcp": "0.6.7"
}
}
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.
Menu: Funplay → 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 → Tool Exposure if you want to edit the exact tools exposed by core or full.
Open Funplay → MCP Settings if you need to adjust execute_code safety defaults or plugin debug logging.
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 → 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:
{
"mcpServers": {
"funplay-<project>": {
"type": "http",
"url": "http://127.0.0.1:<port>/"
}
}
}
{
"mcpServers": {
"funplay-<project>": {
"url": "http://127.0.0.1:<port>/"
}
}
}
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.
{
"mcpServers": {
"funplay-<project>": {
"url": "http://127.0.0.1:<port>/"
}
}
}
{
"servers": {
"funplay-<project>": {
"type": "http",
"url": "http://127.0.0.1:<port>/"
}
}
}
{
"mcpServers": {
"funplay-<project>": {
"url": "http://127.0.0.1:<port>/"
}
}
}
{
"mcpServers": {
"funplay-<project>": {
"type": "http",
"url": "http://127.0.0.1:<port>/"
}
}
}
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.
{
"mcpServers": {
"funplay-<project>": {
"url": "http://127.0.0.1:<port>/"
}
}
}
[mcp_servers.funplay-<project>]
url = "http://127.0.0.1:<port>/"
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.
{
"mcp": {
"funplay-<project>": {
"type": "remote",
"url": "http://127.0.0.1:<port>/",
"enabled": true
}
}
}
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.
# >>> 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
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.
The workspace root is the nearest ancestor containing .git (including a worktree's `.git