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-serverThe most comprehensive Model Context Protocol (MCP) server for Unity game development. Connect Claude, Cursor, Windsurf, or any MCP-compatible AI assistant to Unity Editor and Unity Hub with 288 tools across 30+ categories. Built and maintained by AnkleBreaker Studio.
AnkleBreaker Unity MCP turns your AI assistant into a full Unity co-pilot — create scenes, manipulate GameObjects, manage components, run builds, profile performance, edit Shader Graphs, control Amplify Shader Editor, sculpt terrain, bake NavMesh, manage animations, run multiplayer playmode scenarios, and much more — all without leaving your AI chat. Works with Claude Desktop, Claude Cowork, Cursor, Windsurf, and any tool that supports the Model Context Protocol.
Claude creates the entire game: scene setup, neon materials with bloom post-processing, brick grid layout, game scripts, VFX, and UI — all through Unity MCP commands.
From an empty scene to a fully decorated village: terrain sculpting, material creation, procedural house building via C# editor scripts, trees, fences, and pathways.
AI builds a multi-room castle with courtyard, throne room, armory, and guard room. Adjusts lighting, spawns the player, and runs an FPS walkthrough to verify the result.
The Model Context Protocol connects your AI assistant to Unity through a lightweight bridge. Commands flow from your AI chat directly into the editor in real-time.
288 tools covering the full Unity workflow:
| Category | Tools |
|----------|-------|
| Unity Hub | List/install editors, manage modules, set install paths |
| Scenes | Open, save, create scenes, get full hierarchy tree with pagination |
| GameObjects | Create (primitives/empty), delete, duplicate, reparent, activate/deactivate, transform (world/local) |
| Components | Add, remove, get/set any serialized property, wire object references, batch wire |
| Assets | List, import, delete, search, create prefabs, create & assign materials |
| Scripts | Create, read, update C# scripts |
| Builds | Multi-platform builds (Windows, macOS, Linux, Android, iOS, WebGL) |
| Console & Compilation | Read/clear Unity console logs (errors, warnings, info); get C# compilation errors via CompilationPipeline (independent of console buffer) |
| Testing | Run EditMode/PlayMode tests, poll results, list available tests via Unity Test Runner API |
| Play Mode | Play, pause, stop |
| Editor | Execute menu items, run C# code, get editor state, undo/redo |
| Project | Project info, packages (list/add/remove/search), render pipeline, build settings |
| Animation | List clips & controllers, get parameters, play animations |
| Prefab | Open/close prefab mode, get overrides, apply/revert changes |
| Physics | Raycasts, sphere/box casts, overlap tests, physics settings |
| Lighting | Manage lights, environment, skybox, lightmap baking, reflection probes |
| Audio | AudioSources, AudioListeners, AudioMixers, play/stop, mixer params |
| Terrain | Create/modify terrains, paint heightmaps/textures, manage terrain layers, trees, details |
| Navigation | NavMesh baking, agents, obstacles, off-mesh links |
| Particles | Particle system creation, inspection, module editing |
| UI | Canvas, UI elements, layout groups, event system |
| Tags & Layers | List/add/remove tags, assign tags & layers |
| Selection | Get/set editor selection, find by name/tag/component/layer/tag |
| Graphics | Scene and game view capture (inline images for visual inspection) |
| Input Actions | Action maps, actions, bindings (Input System package) |
| Assembly Defs | List, inspect, create, update .asmdef files |
| ScriptableObjects | Create, inspect, modify ScriptableObject assets |
| Constraints | Position, rotation, scale, aim, parent constraints |
| LOD | LOD group management and configuration |
| Profiler | Start/stop profiling, stats, deep profiles, save profiler data |
| Frame Debugger | Enable/disable, draw call list & details, render targets |
| Memory Profiler | Memory breakdown, top consumers, snapshots (com.unity.memoryprofiler) |
| Shader Graph | List, inspect, create, open Shader Graphs & Sub Graphs; VFX Graphs |
| Amplify Shader Editor | Full graph manipulation — create, inspect, add/remove/connect/disconnect/duplicate nodes, set properties, templates, save/close (if installed) |
| MPPM Scenarios | List, activate, start, stop multiplayer playmode scenarios; get status & player info |
| Multi-Instance | Discover and switch between multiple running Unity Editor instances |
| Multi-Agent | List active agents, get agent action logs, queue monitoring |
| SpriteAtlas | Create, inspect, add/remove sprites, configure settings, delete, list SpriteAtlases |
| UMA (Unity Multipurpose Avatar) | Create slots, overlays, wardrobe recipes from FBX; equip/unequip items on DCA; browse/rebuild Global Library |
| Project Context | Auto-inject project-specific docs and guidelines for AI agents |
Claude / AI Assistant ←→ MCP Server (this repo) ←→ Unity Editor Plugin (HTTP bridge)
↕
Unity Hub CLI
This server communicates with:
--headless and legacy -- --headless syntax)Scene management, GameObjects, components, physics, terrain, Shader Graph, Amplify Shader Editor, profiling, animation, NavMesh, builds, multiplayer, and more.
To avoid overwhelming MCP clients with 288 tools, the server uses a two-tier architecture:
unity_advanced_tool proxy with lazy loadingThis keeps the tool count manageable for clients like Claude Desktop and Cowork while still providing access to every Unity feature. Use unity_list_advanced_tools to discover all advanced tools by category.
The server automatically discovers all running Unity Editor instances on startup. If only one instance is found, it auto-connects. If multiple instances are running (e.g., main editor + ParrelSync clones), it prompts you to select which one to work with.
Port Resilience — The server includes a multi-layer protection system for reliable multi-project workflows:
In Unity: Window > Package Manager > + > Add package from git URL:
https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git
git clone https://github.com/AnkleBreaker-Studio/unity-mcp-server.git
cd unity-mcp-server
npm install
Open Claude Desktop > Settings > Developer > Edit Config, and add:
{
"mcpServers": {
"unity": {
"command": "node",
"args": ["C:/path/to/unity-mcp-server/src/index.js"],
"env": {
"UNITY_HUB_PATH": "C:\\Program Files\\Unity Hub\\Unity Hub.exe",
"UNITY_BRIDGE_PORT": "7890"
}
}
}
}
Restart Claude Desktop. Done!
No comments yet. Be the first to share your thoughts!