MCP Unity Editor (Game Engine)
@CoderGamester
About MCP Unity Editor (Game Engine)
Model Context Protocol (MCP) plugin to connect with Unity Editor — designed for Cursor, Claude Code, Codex, Windsurf and other IDEs
Basic information
Category
Developer Tools
License
MIT
Runtime
c#
Transports
stdio
Publisher
CoderGamester
Submitted by
Miguel Tomas
Config
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"
]
}
}
}Tools
No tools detected
We auto-extract tools from the README. The maintainer can list them under a ## Tools heading to populate this section.
Overview
What is MCP Unity Editor (Game Engine)?
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.
How to use MCP Unity Editor (Game Engine)?
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.
Key features of MCP Unity Editor (Game Engine)
- 30+ MCP tools for Unity scene and GameObject manipulation
- IDE integration for Unity package cache access
- MCP resources for querying menus, hierarchy, logs, packages, and assets
- Pre-configured prompts for guided Unity workflows
- Supports play mode control (play, pause, stop, step)
- Batch execution with atomic rollback on failure
Use cases of MCP Unity Editor (Game Engine)
- Creating and positioning GameObjects in a scene via AI prompts
- Building prefabs with scripts and serialized fields from scratch
- Running Unity tests and reviewing console logs through an AI assistant
- Managing Unity packages (add, list) without opening the editor manually
- Automating scene loading, saving, and hierarchy reorganization
FAQ from MCP Unity Editor (Game Engine)
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.
What runtime is required?
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.
Can it create GameObjects and components?
Yes. Tools like update_gameobject and update_component can create GameObjects or add components if they don’t exist, and modify their properties.
Where does data live?
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.
Does it support batch operations?
Yes, the batch_execute tool runs multiple operations atomically with optional rollback on failure, reducing round‑trips.
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