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Overview | MCP for Unity
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Overview

MCP for Unity bridges AI assistants Claude, Codex, VS Code, local LLMs, and more with the Unity Editor via the Model Context Protocol. Give your LLM the tools to manage assets, control scenes, edit scripts, run tests, and automate workflows.

MCP for Unity building a scene [MCP for Unity building a scene]

What you get

  • 40+ Unity Editor tools exposed over MCP manage_scene, manage_script, manage_gameobject, manage_material, manage_physics, run_tests, and more.
  • 25+ read-only resources for state introspection editor_state, gameobject_components, project_info, unity_instances, etc.
  • Auto-configuration for popular MCP clients Claude Desktop, Claude Code, Cursor, VS Code, Windsurf, Cline, Codex, Qwen, Gemini CLI, Copilot CLI, OpenClaw.
  • Multi-instance support drive several Unity Editors from a single session via set_active_instance.
  • Two transports HTTP (multi-agent, default) and stdio (single-agent legacy).

When you'd use it

  • Prototype scenes and gameplay with natural language ("build a player controller with WASD and a double-jump").
  • Generate and refactor C# scripts with full project context and validation.
  • Automate repetitive editor tasks bulk asset processing, scene validation, regression testing.
  • Build custom AI-driven editor tools on top of the MCP protocol.

Next steps

  • Install Add the Unity package, install the Python server, and connect your first MCP client.
  • Your First Prompt End-to-end "build me a red cube" tutorial.
  • Choosing an MCP Client A capability matrix across all supported clients.
  • Setup Wizard (coming soon) Walk through the first-run experience.

MIT licensed. Sponsored and maintained by Aura. Not affiliated with Unity Technologies.

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