What IDEs does it integrate with?
It supports VSCode, Cursor, Windsurf, Google Antigravity, and other VSCode-like IDEs by adding the Unity `Library/PackedCache` folder to the workspace for improved code intelligence.
@CoderGamester
Basic information
Model Context Protocol (MCP) plugin to connect with Unity Editor — designed for Cursor, Claude Code, Codex, Windsurf and other IDEs
Add this server to your MCP-compatible client using the configuration below.
{
"mcpServers": {
"mcp-unity": {
"command": "node",
"args": [
"ABSOLUTE/PATH/TO/mcp-unity/Server/build/index.js"
]
}
}
}Tool list not available yet
This listing does not currently have a tool list to display. This does not mean the server has no tools; check its documentation for supported capabilities.
We auto-extract tools from the README. The maintainer can list them under a ## Tools heading to populate this section.
MCP Unity Editor (Game Engine) is an implementation of the Model Context Protocol for the Unity Editor, providing a bridge between Unity and a Node.js server. It enables AI assistants such as Cursor, Windsurf, Claude Code, Copilot, and others to execute operations within the Unity Editor, including scene manipulation, asset management, and package control.
Install the MCP Unity package into your Unity project and run the Node.js server. Once configured, AI agents can call MCP tools like execute_menu_item, update_gameobject, create_prefab, or load_scene by sending natural language prompts through supported IDEs (VSCode, Cursor, Windsurf, etc.). The README provides example prompts for each tool.
It supports VSCode, Cursor, Windsurf, Google Antigravity, and other VSCode-like IDEs by adding the Unity `Library/PackedCache` folder to the workspace for improved code intelligence.
A Node.js server is required to bridge Unity and the MCP protocol. The Unity Editor itself is needed for all scene and asset operations.
Yes. Tools like `update_gameobject` and `update_component` can create GameObjects or add components if they don’t exist, and modify their properties.
All data resides in the local Unity project. The MCP server reads from and writes to the project’s scenes, assets, and package manager—no external storage is used.
Yes, the `batch_execute` tool runs multiple operations atomically with optional rollback on failure, reducing round‑trips.

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