Unity MCP Server — 268 tools for AI-assisted game development. Connect Claude, Cursor, or any MCP client to Unity Editor & Unity Hub. Scene management, GameObjects, components, builds, profiling, Shader Graph, Amplify, terrain, physics, NavMesh, animation, MPPM multiplayer & more. Free & open source by AnkleBreaker Studio.
# Add to your Claude Code skills
git clone https://github.com/AnkleBreaker-Studio/unity-mcp-serverGuides for using mcp servers skills like unity-mcp-server.
Last scanned: 5/30/2026
{
"issues": [
{
"type": "npm-audit",
"message": "@hono/node-server: @hono/node-server has authorization bypass for protected static paths via encoded slashes in Serve Static Middleware",
"severity": "high"
},
{
"type": "npm-audit",
"message": "express-rate-limit: express-rate-limit: IPv4-mapped IPv6 addresses bypass per-client rate limiting on servers with dual-stack network",
"severity": "high"
},
{
"type": "npm-audit",
"message": "fast-uri: fast-uri vulnerable to path traversal via percent-encoded dot segments",
"severity": "high"
},
{
"type": "npm-audit",
"message": "hono: Hono Vulnerable to Cookie Attribute Injection via Unsanitized domain and path in setCookie()",
"severity": "high"
},
{
"type": "npm-audit",
"message": "ip-address: ip-address has XSS in Address6 HTML-emitting methods",
"severity": "medium"
},
{
"type": "npm-audit",
"message": "path-to-regexp: path-to-regexp vulnerable to Denial of Service via sequential optional groups",
"severity": "high"
},
{
"type": "npm-audit",
"message": "qs: qs has a remotely triggerable DoS: qs.stringify crashes with TypeError on null/undefined entries in comma-format arrays when encodeValuesOnly is set",
"severity": "medium"
}
],
"status": "WARNING",
"scannedAt": "2026-05-30T15:36:58.162Z",
"npmAuditRan": true,
"pipAuditRan": true
}See how unity-mcp-server compares with popular alternatives.
unity-mcp-server is an open-source mcp servers skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by AnkleBreaker-Studio. Unity MCP Server — 268 tools for AI-assisted game development. Connect Claude, Cursor, or any MCP client to Unity Editor & Unity Hub. Scene management, GameObjects, components, builds, profiling, Shader Graph, Amplify, terrain, physics, NavMesh, animation, MPPM multiplayer & more. Free & open source by AnkleBreaker Studio. It has 492 GitHub stars.
unity-mcp-server returned warnings in SkillsLLM's automated security scan. It has no critical vulnerabilities, but review the flagged issues in the Security Report section before adding it to your workflow.
Clone the repository with "git clone https://github.com/AnkleBreaker-Studio/unity-mcp-server" and add it to your Claude Code skills directory (see the Installation section above).
unity-mcp-server is primarily written in JavaScript. It is open-source under AnkleBreaker-Studio 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 unity-mcp-server against similar tools.
No comments yet. Be the first to share your thoughts!
Top skills in this category by stars
Based on votes and bookmarks from developers who liked this skill
⚠️ 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.
Build worlds. Coordinate agents. See every action. Connect your AI assistants to scene authoring, running games, multiplayer scenarios, tests, builds and profiling through Model Context Protocol. Built by AnkleBreaker Studio for workflows that span more than one editor and one assistant.
Get started · Watch the demos · Measured improvements · Multiple projects · Tool catalog · Changelog
| 347 named operations | 80 exposed MCP tools | 269 advanced tools on demand |
|---|---|---|
| Editor, Hub and integrations | Small initial discovery surface | Search a category, fetch one schema, run it |
Counts reflect the checked-in definitions; optional tools require their corresponding Unity packages. The advanced proxy also discovers routes advertised by newer plugins.
Neon brick breaker: scene construction, materials, gameplay scripts and visual iteration, with the assistant and Unity visible together.
▶ Open video · 25 seconds · Download MP4 · Village and castle demos
Recorded, accelerated excerpts. The silent videos export the same recordings as the GIFs; their duration is not a build-time benchmark. Media details and example prompts.
| Your workflow | What AnkleBreaker provides |
|---|---|
| Several projects and agents | Independent request routing, explicit project selection and a fair queue for each editor. Architecture |
| Multiplayer iteration | MPPM scenario/player controls and parent/virtual-player discovery, plus ParrelSync identity. Workflow and live tests |
| Work you can inspect | Agent history, named undo for supported actions, queue timings, command errors and the Unity Dashboard. Monitoring |
| Mixed versions and interrupted calls | Per-editor capability detection, legacy fallback and protected retries when both components support them. Compatibility / Retry contract |
| A full production toolset | Scene authoring, builds, profiling, packages and optional integrations, with advanced schemas discovered on demand. Tool guide |
The combination is the strength: routing, scheduling, multiplayer controls and observable results in one workflow. See choosing a Unity integration for a sourced comparison.
Why choose AnkleBreaker? Each agent keeps its project identity, each editor has its own queue, and supported actions leave a history you can inspect and undo. Advanced tools extend that workflow into multiplayer iteration, Unity Hub and project-specific integrations. Those behaviors have dedicated regression checks and real-editor evidence, not just a feature list.
Install from source: the commands below install main in both repositories, including the improvements documented here. Published npm packages and version tags may lag behind main.
In Unity, open Window → Package Manager → Add package from git URL:
https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git#main
The MCP status dropdown appears automatically in Unity's main toolbar. Open the Dashboard from it, Window → AB Unity MCP, or Tools → AnkleBreaker → Unity MCP. Verify the bridge is running there. If you previously hid the indicator, choose Show Toolbar Status. Toolbar and menu access.
Use Node.js 18 or newer; a maintained Node.js LTS is recommended.
git clone --branch main https://github.com/AnkleBreaker-Studio/unity-mcp-server.git
cd unity-mcp-server
npm ci
For clients that accept an mcpServers JSON configuration:
{
"mcpServers": {
"unity": {
"command": "node",
"args": ["C:/path/to/unity-mcp-server/src/index.js"]
}
}
}
Use the absolute path to your checkout. On macOS and Linux, use its Unix path. Clients with another configuration format need the same command and arguments. Restart or reconnect the client's MCP session after editing the configuration.
Editor discovery is automatic. Unity Hub is only needed for Hub commands; set UNITY_HUB_PATH if it is installed elsewhere. See all configuration options.
List my running Unity projects. Select my prototype, inspect its scene and compilation errors, create a platform, then capture the scene so I can review it.
Find the multiplayer tools. List my MPPM scenarios and the players configured in the selected project.
Inspect the scene's memory use and largest objects, then show me the actions performed by each agent.
Terrain, houses, materials, trees, fences and paths: the assistant constructs a scene and inspects the result as it goes.
▶ Open video · 25 seconds · Download MP4
Multi-room construction, lighting adjustment and a first-person walkthrough in the recorded project.
▶ Open video · 18 seconds · Download MP4
All demonstrations, prompts and media formats →
Keep an agent on your game, another on a package test project, and use the multiplayer tools to inspect Host/Client scenarios. Project routing and per-agent scheduling are separate responsibilities, so requests retain their destination while waiting for Unity.
unity_list_instances and identify the project by name and path.unity_select_instance with projectName or a discovered port.port on editor calls when coordinating simultaneous tasks.Discovery checks the live Unity identity before adopting a port, including registry and default-port fallbacks. Named selection keeps that identity through verification, and stale discovery cannot overwrite a newer project choice. Identity, concurrent selection and compatibility.
{"name":"unity_editor_state","arguments":{"port":7891}}
7891 is an example; use the port returned by discovery. MCP callers can pass _meta.agentId (or the compatible _meta.agent_id) to keep agent selections and queue attribution separate. Each stdio process has its own default identity.
Within an editor, the plugin serializes writes and batches up to five reads per update. Different editor processes have independent queues. Simultaneous agents can still make conflicting edits to the same object, so assign clear ownership for shared scene work.
| Build & edit | Inspect & verify | Extend & coordinate |
|---|---|---|
| Scenes, GameObjects, components | Console and compilation errors | Multiplayer Play Mode |
| Prefabs, materials, ScriptableObjects | EditMode / PlayMode test jobs | ParrelSync instances |
| Animation curves and controllers | Physics queries, scene statistics | Unity Hub editors and modules |
| Terrain, navigation, particles | Profiler, memory, Frame Debugger | ProBuilder, UMA, Amplify |
| UI, audio, input actions | Screenshots and action history | Project-specific context resources |
Discover advanced capabilities with unity_list_advanced_tools. Filter by cate