[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-74041":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":10,"language":11,"languages":10,"totalLinesOfCode":10,"stars":12,"forks":13,"watchers":14,"openIssues":15,"contributorsCount":16,"subscribersCount":16,"size":16,"stars1d":17,"stars7d":18,"stars30d":19,"stars90d":16,"forks30d":16,"starsTrendScore":20,"compositeScore":21,"rankGlobal":10,"rankLanguage":10,"license":22,"archived":23,"fork":23,"defaultBranch":24,"hasWiki":25,"hasPages":23,"topics":26,"createdAt":10,"pushedAt":10,"updatedAt":43,"readmeContent":44,"aiSummary":45,"trendingCount":16,"starSnapshotCount":16,"syncStatus":46,"lastSyncTime":47,"discoverSource":48},74041,"unity-mcp","CoplayDev\u002Funity-mcp","CoplayDev","Unity MCP acts as a bridge between AI assistants and your Unity Editor. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.","https:\u002F\u002Fwww.coplay.dev",null,"C#",10523,1174,72,32,0,128,341,1034,384,119.21,"MIT License",false,"beta",true,[27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42],"ai","ai-integration","anthropic","claude","copilot","cursor","game-development","gamedev","gemini","llm","mcp","model-context-protocol","openai","unity","unity3d","videogames","2026-06-12 04:01:12","\u003Cimg width=\"676\" height=\"380\" alt=\"MCP for Unity\" src=\"docs\u002Fimages\u002Flogo.png\" \u002F>\n\n| [English](README.md) | [简体中文](docs\u002Fi18n\u002FREADME-zh.md) |\n|----------------------|---------------------------------|\n\n#### Proudly sponsored and maintained by [Aura](https:\u002F\u002Fwww.tryaura.dev\u002F) -- the AI assistant for Unreal & Unity.\n##### And don't miss [Godot A](https:\u002F\u002Fgithub.com\u002Fhi-godot\u002Fgodot-ai)I 🤖, the new open source MCP\u002FAI project from the makers of MCP for Unity!\n\n[![Discord](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Fdiscord-join-red.svg?logo=discord&logoColor=white)](https:\u002F\u002Fdiscord.gg\u002Fy4p8KfzrN4)\n[![](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002FWebsite-Visit-purple)](https:\u002F\u002Fwww.coplay.dev\u002F?ref=unity-mcp)\n[![](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002FUnity-000000?style=flat&logo=unity&logoColor=blue 'Unity')](https:\u002F\u002Funity.com\u002Freleases\u002Feditor\u002Farchive)\n[![python](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002FPython-3.10+-3776AB.svg?style=flat&logo=python&logoColor=white)](https:\u002F\u002Fwww.python.org)\n[![](https:\u002F\u002Fbadge.mcpx.dev?status=on 'MCP Enabled')](https:\u002F\u002Fmodelcontextprotocol.io\u002Fintroduction)\n[![](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002FLicense-MIT-red.svg 'MIT License')](https:\u002F\u002Fopensource.org\u002Flicenses\u002FMIT)\n\n**Create your Unity apps with LLMs!** MCP for Unity bridges AI assistants (Claude, Claude Code, Cursor, VS Code, etc.) with your Unity Editor via the [Model Context Protocol](https:\u002F\u002Fmodelcontextprotocol.io\u002Fintroduction). Give your LLM the tools to manage assets, control scenes, edit scripts, and automate tasks.\n\n\u003Cimg alt=\"MCP for Unity building a scene\" src=\"docs\u002Fimages\u002Fbuilding_scene.gif\">\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Recent Updates\u003C\u002Fstrong>\u003C\u002Fsummary>\n\n* **v9.6.3 (beta)** — New `manage_profiler` tool (14 actions): Profiler session control (start\u002Fstop\u002Fstatus\u002Fset areas), frame timing and counter reads, object memory queries, memory snapshots (take\u002Flist\u002Fcompare via com.unity.memoryprofiler), and Frame Debugger (enable\u002Fdisable\u002Fget events). Group: `profiling`.\n* **v9.6.2** — New `manage_physics` tool (21 actions): physics settings, layer collision matrix, physics materials, joints (5 3D + 9 2D types), queries (raycast, raycast_all, linecast, shapecast, overlap), force application (AddForce\u002FAddTorque\u002FAddExplosionForce), rigidbody configuration, scene-wide validation, and edit-mode simulation. Full 3D and 2D support.\n* **v9.6.1** — QoL extensions: `manage_editor` gains undo\u002Fredo actions. `manage_scene` gains multi-scene editing (additive load, close, set active, move GO between scenes), scene templates (3d_basic, 2d_basic, etc.), and scene validation with auto-repair. New `manage_build` tool: trigger player builds, switch platforms, configure player settings, manage build scenes and profiles (Unity 6+), run batch builds across multiple platforms, and async job tracking with polling. New `MaxPollSeconds` infrastructure for long-running tool operations.\n* **v9.5.4** — New `unity_reflect` and `unity_docs` tools for API verification: inspect live C# APIs via reflection and fetch official Unity documentation (ScriptReference, Manual, package docs). New `manage_packages` tool: install, remove, search, and manage Unity packages and scoped registries. Includes input validation, dependency checks on removal, and git URL warnings.\n* **v9.5.3** — New `manage_graphics` tool (33 actions): volume\u002Fpost-processing, light baking, rendering stats, pipeline settings, URP renderer features. 3 new resources: `volumes`, `rendering_stats`, `renderer_features`.\n* **v9.5.2** — New `manage_camera` tool with Cinemachine support (presets, priority, noise, blending, extensions), `cameras` resource, priority persistence fix via SerializedProperty.\n\n\u003Cdetails>\n\u003Csummary>Older releases\u003C\u002Fsummary>\n\n* **v9.4.8** — New editor UI, real-time tool toggling via `manage_tools`, skill sync window, multi-view screenshot, one-click Roslyn installer, Qwen Code & Gemini CLI clients, ProBuilder mesh editing via `manage_probuilder`.\n* **v9.4.7** — Per-call Unity instance routing, macOS pyenv PATH fix, domain reload resilience for script tools.\n* **v9.4.6** — New `manage_animation` tool, Cline client support, stale connection detection, tool state persistence across reloads.\n* **v9.4.4** — Configurable `batch_execute` limits, tool filtering by session state, IPv6\u002FIPv4 loopback fixes.\n\n\u003C\u002Fdetails>\n\u003C\u002Fdetails>\n\n---\n\n## Quick Start\n\n### Prerequisites\n\n* **Unity 2021.3 LTS+** — [Download Unity](https:\u002F\u002Funity.com\u002Fdownload)\n* **Python 3.10+** and **uv** — [Install uv](https:\u002F\u002Fdocs.astral.sh\u002Fuv\u002Fgetting-started\u002Finstallation\u002F)\n* **An MCP Client** — [Claude Desktop](https:\u002F\u002Fclaude.ai\u002Fdownload) | [Claude Code](https:\u002F\u002Fdocs.anthropic.com\u002Fen\u002Fdocs\u002Fclaude-code) | [Cursor](https:\u002F\u002Fwww.cursor.com\u002Fen\u002Fdownloads) | [VS Code Copilot](https:\u002F\u002Fcode.visualstudio.com\u002Fdocs\u002Fcopilot\u002Foverview) | [GitHub Copilot CLI](https:\u002F\u002Fdocs.github.com\u002Fen\u002Fcopilot\u002Fconcepts\u002Fagents\u002Fabout-copilot-cli) | [OpenClaw](https:\u002F\u002Fopenclaw.ai)\n\n### 1. Install the Unity Package\n\nIn Unity: `Window > Package Manager > + > Add package from git URL...`\n\n> [!TIP]\n> ```text\n> https:\u002F\u002Fgithub.com\u002FCoplayDev\u002Funity-mcp.git?path=\u002FMCPForUnity#main\n> ```\n\n**Want the latest beta?** Use the beta branch:\n```text\nhttps:\u002F\u002Fgithub.com\u002FCoplayDev\u002Funity-mcp.git?path=\u002FMCPForUnity#beta\n```\n\n\u003Cdetails>\n\u003Csummary>Other install options (Asset Store, OpenUPM)\u003C\u002Fsummary>\n\n**Unity Asset Store:**\n1. Visit [MCP for Unity on the Asset Store](https:\u002F\u002Fassetstore.unity.com\u002Fpackages\u002Ftools\u002Fgenerative-ai\u002Fmcp-for-unity-ai-driven-development-329908)\n2. Click `Add to My Assets`, then import via `Window > Package Manager`\n\n**OpenUPM:**\n```bash\nopenupm add com.coplaydev.unity-mcp\n```\n\u003C\u002Fdetails>\n\n### 2. Start the Server & Connect\n\n1. In Unity: `Window > MCP for Unity`\n2. Click **Start Server** (launches HTTP server on `localhost:8080`)\n3. Select your MCP Client from the dropdown and click **Configure**\n4. Look for 🟢 \"Connected ✓\"\n5. **Connect your client:** Some clients (Cursor, Antigravity, OpenClaw) require enabling an MCP toggle or plugin in settings. OpenClaw also needs the `openclaw-mcp-bridge` plugin enabled and follows the currently selected MCP for Unity transport (`HTTP` or `stdio`). Others (Claude Desktop, Claude Code) auto-connect after configuration.\n\n**That's it!** Try a prompt like: *\"Create a red, blue and yellow cube\"* or *\"Build a simple player controller\"*\n\n---\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Features & Tools\u003C\u002Fstrong>\u003C\u002Fsummary>\n\n### Key Features\n* **Natural Language Control** — Instruct your LLM to perform Unity tasks\n* **Powerful Tools** — Manage assets, scenes, materials, scripts, and editor functions\n* **Automation** — Automate repetitive Unity workflows\n* **Extensible** — Works with various MCP Clients\n\n### Available Tools\n`apply_text_edits` • `batch_execute` • `create_script` • `debug_request_context` • `delete_script` • `execute_custom_tool` • `execute_menu_item` • `find_gameobjects` • `find_in_file` • `get_sha` • `get_test_job` • `manage_animation` • `manage_asset` • `manage_build` • `manage_camera` • `manage_components` • `manage_editor` • `manage_gameobject` • `manage_graphics` • `manage_material` • `manage_packages` • `manage_physics` • `manage_prefabs` • `manage_probuilder` • `manage_profiler` • `manage_scene` • `manage_script` • `manage_script_capabilities` • `manage_scriptable_object` • `manage_shader` • `manage_texture` • `manage_tools` • `manage_ui` • `manage_vfx` • `read_console` • `refresh_unity` • `run_tests` • `script_apply_edits` • `set_active_instance` • `unity_docs` • `unity_reflect` • `validate_script`\n\n### Available Resources\n`cameras` • `custom_tools` • `renderer_features` • `rendering_stats` • `volumes` • `editor_active_tool` • `editor_prefab_stage` • `editor_selection` • `editor_state` • `editor_windows` • `gameobject` • `gameobject_api` • `gameobject_component` • `gameobject_components` • `get_tests` • `get_tests_for_mode` • `menu_items` • `prefab_api` • `prefab_hierarchy` • `prefab_info` • `project_info` • `project_layers` • `project_tags` • `tool_groups` • `unity_instances`\n\n**Performance Tip:** Use `batch_execute` for multiple operations — it's 10-100x faster than individual calls!\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Manual Configuration\u003C\u002Fstrong>\u003C\u002Fsummary>\n\nIf auto-setup doesn't work, add this to your MCP client's config file:\n\n**HTTP (default — works with Claude Desktop, Cursor, Windsurf):**\n```json\n{\n  \"mcpServers\": {\n    \"unityMCP\": {\n      \"url\": \"http:\u002F\u002Flocalhost:8080\u002Fmcp\"\n    }\n  }\n}\n```\n\n**VS Code:**\n```json\n{\n  \"servers\": {\n    \"unityMCP\": {\n      \"type\": \"http\",\n      \"url\": \"http:\u002F\u002Flocalhost:8080\u002Fmcp\"\n    }\n  }\n}\n```\n\n\u003Cdetails>\n\u003Csummary>Stdio configuration (uvx)\u003C\u002Fsummary>\n\n**macOS\u002FLinux:**\n```json\n{\n  \"mcpServers\": {\n    \"unityMCP\": {\n      \"command\": \"uvx\",\n      \"args\": [\"--from\", \"mcpforunityserver\", \"mcp-for-unity\", \"--transport\", \"stdio\"]\n    }\n  }\n}\n```\n\n**Windows:**\n```json\n{\n  \"mcpServers\": {\n    \"unityMCP\": {\n      \"command\": \"C:\u002FUsers\u002FYOUR_USERNAME\u002FAppData\u002FLocal\u002FMicrosoft\u002FWinGet\u002FLinks\u002Fuvx.exe\",\n      \"args\": [\"--from\", \"mcpforunityserver\", \"mcp-for-unity\", \"--transport\", \"stdio\"]\n    }\n  }\n}\n```\n\u003C\u002Fdetails>\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Multiple Unity Instances\u003C\u002Fstrong>\u003C\u002Fsummary>\n\nMCP for Unity supports multiple Unity Editor instances. To target a specific one:\n\n1. Ask your LLM to check the `unity_instances` resource\n2. Use `set_active_instance` with the `Name@hash` (e.g., `MyProject@abc123`)\n3. All subsequent tools route to that instance\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Roslyn Script Validation (Advanced)\u003C\u002Fstrong>\u003C\u002Fsummary>\n\nFor **Strict** validation that catches undefined namespaces, types, and methods:\n\n1. Install [NuGetForUnity](https:\u002F\u002Fgithub.com\u002FGlitchEnzo\u002FNuGetForUnity)\n2. `Window > NuGet Package Manager` → Install `Microsoft.CodeAnalysis` v5.0\n3. Also install `SQLitePCLRaw.core` and `SQLitePCLRaw.bundle_e_sqlite3` v3.0.2\n4. Add `USE_ROSLYN` to `Player Settings > Scripting Define Symbols`\n5. Restart Unity\n\n  \u003Cdetails>\n  \u003Csummary>One-click installer (recommended)\u003C\u002Fsummary>\n\n  Open `Window > MCP for Unity`, scroll to the **Runtime Code Execution (Roslyn)** section in the Scripts\u002FValidation tab, and click **Install Roslyn DLLs**. This downloads the required NuGet packages and places the DLLs in `Assets\u002FPlugins\u002FRoslyn\u002F` automatically.\n\n  You can also run it from the menu: `Window > MCP For Unity > Install Roslyn DLLs`.\n  \u003C\u002Fdetails>\n\n  \u003Cdetails>\n  \u003Csummary>Manual DLL installation (if the installer isn't available)\u003C\u002Fsummary>\n\n  1. Download `Microsoft.CodeAnalysis.CSharp.dll` and dependencies from [NuGet](https:\u002F\u002Fwww.nuget.org\u002Fpackages\u002FMicrosoft.CodeAnalysis.CSharp\u002F)\n  2. Place DLLs in `Assets\u002FPlugins\u002FRoslyn\u002F` folder\n  3. Ensure .NET compatibility settings are correct\n  4. Add `USE_ROSLYN` to Scripting Define Symbols\n  5. Restart Unity\n  \u003C\u002Fdetails>\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Troubleshooting\u003C\u002Fstrong>\u003C\u002Fsummary>\n\n* **Unity Bridge Not Connecting:** Check `Window > MCP for Unity` status, restart Unity\n* **Server Not Starting:** Verify `uv --version` works, check the terminal for errors\n* **Client Not Connecting:** Ensure the HTTP server is running and the URL matches your config\n\n**Detailed setup guides:**\n* [Fix Unity MCP and Cursor, VSCode & Windsurf](https:\u002F\u002Fgithub.com\u002FCoplayDev\u002Funity-mcp\u002Fwiki\u002F1.-Fix-Unity-MCP-and-Cursor,-VSCode-&-Windsurf) — uv\u002FPython installation, PATH issues\n* [Fix Unity MCP and Claude Code](https:\u002F\u002Fgithub.com\u002FCoplayDev\u002Funity-mcp\u002Fwiki\u002F2.-Fix-Unity-MCP-and-Claude-Code) — Claude CLI installation\n* [Common Setup Problems](https:\u002F\u002Fgithub.com\u002FCoplayDev\u002Funity-mcp\u002Fwiki\u002F3.-Common-Setup-Problems) — macOS dyld errors, FAQ\n\nStill stuck? [Open an Issue](https:\u002F\u002Fgithub.com\u002FCoplayDev\u002Funity-mcp\u002Fissues) or [Join Discord](https:\u002F\u002Fdiscord.gg\u002Fy4p8KfzrN4)\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Contributing\u003C\u002Fstrong>\u003C\u002Fsummary>\n\nSee [README-DEV.md](docs\u002Fdevelopment\u002FREADME-DEV.md) for development setup. For custom tools, see [CUSTOM_TOOLS.md](docs\u002Freference\u002FCUSTOM_TOOLS.md).\n\n1. Fork → Create issue → Branch (`feature\u002Fyour-idea`) → Make changes → PR\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Telemetry & Privacy\u003C\u002Fstrong>\u003C\u002Fsummary>\n\nAnonymous, privacy-focused telemetry (no code, no project names, no personal data). Opt out with `DISABLE_TELEMETRY=true`. See [TELEMETRY.md](docs\u002Freference\u002FTELEMETRY.md).\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Security\u003C\u002Fstrong>\u003C\u002Fsummary>\n\nNetwork defaults are intentionally fail-closed:\n* **HTTP Local** allows loopback-only hosts by default (`127.0.0.1`, `localhost`, `::1`).\n* Bind-all interfaces (`0.0.0.0`, `::`) require explicit opt-in in **Advanced Settings** via **Allow LAN Bind (HTTP Local)**.\n* **HTTP Remote** requires `https:\u002F\u002F` by default.\n* Plaintext `http:\u002F\u002F` for remote endpoints requires explicit opt-in via **Allow Insecure Remote HTTP**.\n\u003C\u002Fdetails>\n\n---\n\n**License:** MIT — See [LICENSE](LICENSE) | **Need help?** [Discord](https:\u002F\u002Fdiscord.gg\u002Fy4p8KfzrN4) | [Issues](https:\u002F\u002Fgithub.com\u002FCoplayDev\u002Funity-mcp\u002Fissues)\n\n---\n\n## Star History\n\n[![Star History Chart](https:\u002F\u002Fapi.star-history.com\u002Fsvg?repos=CoplayDev\u002Funity-mcp&type=Date)](https:\u002F\u002Fwww.star-history.com\u002F#CoplayDev\u002Funity-mcp&Date)\n\n\u003Cdetails>\n\u003Csummary>\u003Cstrong>Citation for Research\u003C\u002Fstrong>\u003C\u002Fsummary>\nIf you are working on research that is related to Unity-MCP, please cite us!\n\n```bibtex\n@inproceedings{10.1145\u002F3757376.3771417,\nauthor = {Wu, Shutong and Barnett, Justin P.},\ntitle = {MCP-Unity: Protocol-Driven Framework for Interactive 3D Authoring},\nyear = {2025},\nisbn = {9798400721366},\npublisher = {Association for Computing Machinery},\naddress = {New York, NY, USA},\nurl = {https:\u002F\u002Fdoi.org\u002F10.1145\u002F3757376.3771417},\ndoi = {10.1145\u002F3757376.3771417},\nseries = {SA Technical Communications '25}\n}\n```\n\u003C\u002Fdetails>\n\n## Unity AI Tools by Aura\n\nAura offers 2 AI tools for Unity:\n- **MCP for Unity** is available freely under the MIT license.\n- **Aura for Unity** is a premium Unity\u002FUnreal AI assistant that is built for game devs.\n\n## Disclaimer\n\nThis project is a free and open-source tool for the Unity Editor, and is not affiliated with Unity Technologies.\n","Unity MCP项目旨在通过本地MCP（Model Context Protocol）客户端，让AI助手（如Claude、Cursor等）能够直接与Unity编辑器交互。其核心功能包括管理资源、控制场景、编辑脚本及自动化任务处理，极大地提升了游戏开发效率。该项目采用C#语言编写，支持多种AI模型，并且具备丰富的工具集来执行具体的开发操作，比如物理设置调整、性能分析等。适用于希望利用AI技术简化工作流程、提高生产力的游戏开发者或团队。",2,"2026-06-11 03:48:33","high_star"]