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AI Game Developer Unity MCP Server

Unity MCP server, plugin, CLI, and skill generator for controlling Unity Editor and runtime projects from MCP clients through built-in game-dev tools.

by Ivan Murzak · submitted by oktofeesh1·added 2026-06-06·
Review first review before installing

Open the source and read safety notes before installing.

Citation facts

Source-backed facts for citing this resource, derived directly from the registry — also available as plain text for AI assistants.

Source URLs
https://raw.githubusercontent.com/IvanMurzak/Unity-MCP/main/docs/mcp-server.md, https://github.com/IvanMurzak/Unity-MCP
Brand
AI Game Developer
Brand domain
ai-game.dev
Brand asset source
brandfetch
Safety notes
AI Game Developer can create, move, copy, modify, and delete Unity assets, scenes, GameObjects, components, scripts, packages, and generated project files., Tools include dynamic C# script execution, C# reflection method lookup and calls, package installation/removal, Unity test execution, editor state changes, play mode control, screenshots, and profiler access., The MCP server supports streamable HTTP and stdio; HTTP deployments should require a bearer token and stay bound to trusted interfaces., Server variables include optional authorization and webhook settings; webhook endpoints can receive tool, prompt, resource, connection, and authorization events., Unity runtime connections can expose compiled game state or in-game behavior to an MCP client, not just editor-only project data., Use source control, backups, tool filtering, and explicit review before allowing destructive tools such as asset deletion, package removal, script execution, or reflection calls.
Privacy notes
Tool calls may expose Unity project paths, asset names, scene hierarchy, serialized object data, scripts, logs, screenshots, profiler metrics, test output, package metadata, and runtime state., MCP config files and Unity plugin config can contain server URLs, connection modes, bearer tokens, authorization settings, enabled tool IDs, and cloud or local endpoint details., Optional webhooks can receive tool, prompt, resource, connection, authorization, and token-bearing request data., Screenshots from Game View, Scene View, cameras, or isolated GameObjects may include proprietary artwork, level design, UI, debug overlays, or unreleased game content., Generated skills and AI-client configuration files can reveal available tools, project structure, installed packages, and local workflow assumptions.
Author
Ivan Murzak
Submitted by
oktofeesh1
Claim status
unclaimed
Last verified
2026-06-06

Decision playbook

Review trust signals before you adopt

Signals are present but mixed. Use the checklist below to confirm the source and operational safety for your environment.

Compare context
Selected

0

Current score

63

Baseline

Delta

No baseline selected

No major trust-signal divergence detected in the current selection.

Source and provenance checks

Needs review

Confirm ownership and provenance before trusting install instructions.

  • Source link availableRequired

    Open the canonical repository and verify ownership.

    Done
  • Source provenance statusRequired

    Marked as source-backed.

    Done
  • Metadata reviewed

    No reviewed flag detected in metadata.

    Pending

Safety and privacy checks

Complete

Validate risk disclosures before installation or API wiring.

  • Safety notes presentRequired

    Review the listed safety guidance before running commands.

    Done
  • Privacy notes presentRequired

    Review data handling notes before connecting accounts or secrets.

    Done
  • Trust level risk gateRequired

    Trust level does not block evaluation.

    Done

Package and install checks

Needs review

Check package metadata and artifact integrity signals.

  • Install payload available

    Install or copy payload is available for review.

    Done
  • Package verification flag

    No package verification flag provided.

    Pending
  • Checksum metadata

    No checksum provided for downloaded artifact.

    Pending

Compare-driven decision checks

Needs review

Use compare context to validate trade-offs before adoption.

  • Compare tray has multiple entries

    Add at least one more entry to compare trust differences.

    Pending
  • Baseline comparison available

    No baseline peer selected yet.

    Pending
  • Diverging trust signals identified

    No major trust-signal divergence found.

    Pending

Setup at a glance

CLI install

Copy-ready — paste the snippet to get started.

20 minutes

Adoption plan

Balanced adoption plan

Current risk score 24/100. Use staged verification before broader rollout.

Risk 24

Pre-adoption checks

Validate source and review signals before any execution.

  • Confirm source provenanceRequired

    Source URL/provenance metadata is present.

    Done
  • Confirm metadata review state

    No review metadata found; increase manual validation.

    Pending
  • Verify install payload

    Install/config payload exists and can be inspected.

    Done

Security checks

Confirm safety, privacy, and package integrity signals.

  • Review safety notesRequired

    Safety notes are present.

    Done
  • Review privacy notesRequired

    Privacy notes are present.

    Done
  • Verify package integrity metadata

    No package verification/checksum metadata.

    Pending

Rollout

Adopt in controlled steps based on the selected plan.

  • Run in isolated sandbox firstRequired

    Use a constrained sandbox and observe behavior across multiple tasks.

    Pending
  • Roll out graduallyRequired

    Roll out to a small cohort before wider usage.

    Pending
  • Set monitoring and fallback

    Define rollback path and monitor errors after adoption.

    Pending

Evidence readiness

Evidence readiness matrix · balanced

Missing required evidence: Metadata review. Risk score 31.

Risk 31

Source provenance

Present

Source repository/provenance is listed.

Required in this preset

Metadata review

Missing

Review metadata is missing.

Required in this preset

Safety notes

Present

Safety notes are present.

Required in this preset

Privacy notes

Present

Privacy notes are present.

Optional in this preset

Package integrity

Missing

Package integrity metadata is missing.

Optional in this preset

Install payload

Present

Install payload is available.

Required in this preset

Required gaps: Metadata review

Decision timeline

Decision timeline · balanced

Blocking gaps: Check metadata review status. Risk 28.

Risk 28

triage

Confirm source provenanceRequired

Source/provenance metadata is available.

Done

triage

Check metadata review statusRequired

Review metadata is missing.

Pending

verify

Review safety notesRequired

Safety notes are available.

Done

verify

Review privacy notes

Privacy notes are available.

Done

verify

Validate package integrity metadata

Package integrity metadata is missing.

Pending

rollout

Verify install payload and commandsRequired

Install payload is available.

Done

Blockers: Check metadata review status

Prerequisite readiness

Prerequisite readiness

5 prerequisites to line up before setup. Includes a review or approval gate.

0/5 ready
Install & runtime2Network & hosting1Review & approval1General120 minutes

Safety & privacy surface

Safety & privacy surface

6 safety and 5 privacy notes across 5 risk areas. Review closely: credentials & tokens, permissions & scopes.

5 areas
  • SafetyLocal filesAI Game Developer can create, move, copy, modify, and delete Unity assets, scenes, GameObjects, components, scripts, packages, and generated project files.
  • SafetyLocal filesTools include dynamic C# script execution, C# reflection method lookup and calls, package installation/removal, Unity test execution, editor state changes, play mode control, screenshots, and profiler access.
  • SafetyCredentials & tokensThe MCP server supports streamable HTTP and stdio; HTTP deployments should require a bearer token and stay bound to trusted interfaces.
  • SafetyPermissions & scopesServer variables include optional authorization and webhook settings; webhook endpoints can receive tool, prompt, resource, connection, and authorization events.
  • SafetyExecution & processesUnity runtime connections can expose compiled game state or in-game behavior to an MCP client, not just editor-only project data.
  • SafetyExecution & processesUse source control, backups, tool filtering, and explicit review before allowing destructive tools such as asset deletion, package removal, script execution, or reflection calls.
  • PrivacyLocal filesTool calls may expose Unity project paths, asset names, scene hierarchy, serialized object data, scripts, logs, screenshots, profiler metrics, test output, package metadata, and runtime state.
  • PrivacyCredentials & tokensMCP config files and Unity plugin config can contain server URLs, connection modes, bearer tokens, authorization settings, enabled tool IDs, and cloud or local endpoint details.
  • PrivacyCredentials & tokensOptional webhooks can receive tool, prompt, resource, connection, authorization, and token-bearing request data.
  • PrivacyGeneralScreenshots from Game View, Scene View, cameras, or isolated GameObjects may include proprietary artwork, level design, UI, debug overlays, or unreleased game content.
  • PrivacyLocal filesGenerated skills and AI-client configuration files can reveal available tools, project structure, installed packages, and local workflow assumptions.

Disclosure: Apache-2.0 open source Unity MCP project by Ivan Murzak. It is a separate project from the existing CoplayDev Unity MCP Server catalog entry.

Safety notes

  • AI Game Developer can create, move, copy, modify, and delete Unity assets, scenes, GameObjects, components, scripts, packages, and generated project files.
  • Tools include dynamic C# script execution, C# reflection method lookup and calls, package installation/removal, Unity test execution, editor state changes, play mode control, screenshots, and profiler access.
  • The MCP server supports streamable HTTP and stdio; HTTP deployments should require a bearer token and stay bound to trusted interfaces.
  • Server variables include optional authorization and webhook settings; webhook endpoints can receive tool, prompt, resource, connection, and authorization events.
  • Unity runtime connections can expose compiled game state or in-game behavior to an MCP client, not just editor-only project data.
  • Use source control, backups, tool filtering, and explicit review before allowing destructive tools such as asset deletion, package removal, script execution, or reflection calls.

Privacy notes

  • Tool calls may expose Unity project paths, asset names, scene hierarchy, serialized object data, scripts, logs, screenshots, profiler metrics, test output, package metadata, and runtime state.
  • MCP config files and Unity plugin config can contain server URLs, connection modes, bearer tokens, authorization settings, enabled tool IDs, and cloud or local endpoint details.
  • Optional webhooks can receive tool, prompt, resource, connection, authorization, and token-bearing request data.
  • Screenshots from Game View, Scene View, cameras, or isolated GameObjects may include proprietary artwork, level design, UI, debug overlays, or unreleased game content.
  • Generated skills and AI-client configuration files can reveal available tools, project structure, installed packages, and local workflow assumptions.

Prerequisites

  • Unity project using Unity 2022.3 or newer for the current package metadata.
  • Unity Hub or a local Unity Editor installation.
  • Node.js 20.19 or newer, or Node.js 22.12 or newer, for `unity-mcp-cli`.
  • An MCP client such as Claude Code, Claude Desktop, Codex, Cursor, Gemini CLI, GitHub Copilot, Cline, or another supported client.
  • Project backup, version control, and a reviewed tool allowlist before granting an AI agent write access to a Unity project.

Schema details

Install type
cli
Troubleshooting
No
Source repository stats
Scope
Source repo
Collection metadata
Estimated setup
20 minutes
Difficulty
advanced
Tool listing metadata
Disclosure
Apache-2.0 open source Unity MCP project by Ivan Murzak. It is a separate project from the existing CoplayDev Unity MCP Server catalog entry.
Full copyable content
{
  "mcpServers": {
    "ai-game-developer": {
      "type": "streamableHttp",
      "url": "LOCAL_UNITY_MCP_ENDPOINT"
    }
  }
}

About this resource

Content

AI Game Developer Unity MCP Server is Ivan Murzak's Unity MCP project for connecting MCP clients to Unity Editor and runtime workflows. It combines a Unity plugin, an MCP server, a cross-platform CLI, generated AI skills, and a large default tool set for game-development automation.

Use it when an agent needs to work inside a real Unity project: inspecting assets and scenes, creating or modifying GameObjects, updating scripts, running tests, installing packages, capturing screenshots, reading profiler data, or connecting to runtime builds. Treat it as a high-trust development bridge rather than a read-only reference server.

Source Review

These sources were reviewed on 2026-06-06. Prefer the live repository, MCP server docs, default tool reference, CLI docs, npm package metadata, license, and Unity package metadata for current setup details.

Features

  • Install and configure the Unity plugin through unity-mcp-cli.
  • Connect MCP clients over streamable HTTP or stdio.
  • Run local automatic server binaries, Docker, or manual release binaries.
  • Generate MCP client config and Unity-focused AI skills for supported clients.
  • Create, find, copy, move, modify, delete, refresh, and inspect Unity assets.
  • Create, open, save, unload, and inspect scenes and scene hierarchies.
  • Create, duplicate, destroy, find, parent, and modify GameObjects and components.
  • Read, create, update, delete, compile, and execute C# scripts.
  • Search, add, list, and remove Unity packages.
  • Capture Game View, Scene View, camera, or isolated GameObject screenshots.
  • Run EditMode or PlayMode tests and inspect Unity console logs.
  • Read editor state, selection, profiler status, memory, rendering, and script timing data.

Installation

Install the CLI and add the plugin to a Unity project:

npm install -g unity-mcp-cli
unity-mcp-cli install-plugin ./MyUnityProject
unity-mcp-cli open ./MyUnityProject

The repository also documents Unity Editor UI setup through Window/AI Game Developer, OpenUPM installation, Docker, and release-binary deployments.

For streamable HTTP, use the default local endpoint:

{
    "mcpServers": {
      "ai-game-developer": {
        "type": "streamableHttp",
      "url": "LOCAL_UNITY_MCP_ENDPOINT"
      }
    }
  }

For stdio or Docker, follow the server docs for the exact binary or Docker command and matching --client-transport value.

Use Cases

  • Ask an agent to create or modify Unity scene objects and prefabs.
  • Generate or update C# gameplay scripts and run Unity tests.
  • Inspect project assets, packages, shaders, scene data, and console logs.
  • Capture screenshots during visual debugging or gameplay iteration.
  • Run profiler queries while optimizing frame timing, rendering, memory, or script execution.
  • Generate Unity-aware skills for AI clients so they use project-specific tools more consistently.
  • Connect compiled Unity runtime builds to MCP for in-game debugging or AI behavior experiments.

Safety and Privacy

AI Game Developer Unity MCP can alter real Unity projects. Keep the project in version control, start with a small enabled-tool set, and avoid destructive tools until the agent's workflow is understood. Pay special attention to package installation, script execution, reflection method calls, scene saves, asset deletion, and runtime connections.

If you expose the server over HTTP, use authentication, keep it on trusted interfaces, and review webhook configuration. Tool calls can reveal proprietary game assets, source code, scene design, screenshots, logs, profiler data, and runtime state to the MCP client and any configured webhooks.

Duplicate Notes

The catalog already includes Unity-related MCP entries, including the separate CoplayDev Unity MCP Server. This entry covers IvanMurzak/Unity-MCP, its unity-mcp-cli package, AI Game Developer Unity plugin, generated skills, and HTTP/stdio server deployment path.

Source citations

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How it compares

AI Game Developer Unity MCP Server side by side with 3 alternatives on trust, install, platform support, and disclosed safety notes — all from reviewed registry metadata.

1 trust signal differ across this comparison (Submitter).

Field

Unity MCP server, plugin, CLI, and skill generator for controlling Unity Editor and runtime projects from MCP clients through built-in game-dev tools.

Open dossier

MCP server and native Unreal Engine automation bridge for controlling UE5 projects, assets, actors, levels, Blueprints, Niagara, Sequencer, tests, screenshots, logs, and editor automation from Claude.

Open dossier

MCP server for running AppleScript and JavaScript for Automation on macOS, with a searchable knowledge base of automation recipes for apps, files, browsers, system settings, Terminal, and productivity workflows.

Open dossier

Official Pinecone Developer MCP server that connects Claude and other MCP clients to Pinecone projects and documentation for index management, record upserts, semantic search, cascading multi-index search, reranking, and documentation lookup over integrated-inference indexes.

Open dossier
Next steps
Trust
Review statusNot reviewedNot reviewedNot reviewedNot reviewed
Package trustPackage not verifiedPackage not verifiedPackage not verifiedPackage not verified
Source provenanceSource-backedSource-backedSource-backedSource-backed
SubmitterDiffersoktofeesh1oktofeesh1oktofeesh1JSONbored
Install riskReview firstReview firstReview firstReview first
Notes Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓
BrandAI Game Developer logoAI Game DeveloperPinecone logoPinecone
Categorymcpmcpmcpmcp
SourceSource-backedSource-backedSource-backedSource-backed
AuthorIvan MurzakChiR24Peter SteinbergerPinecone
Added2026-06-062026-06-062026-06-062026-06-11
Platforms
Harness
Source repo
Safety notesAI Game Developer can create, move, copy, modify, and delete Unity assets, scenes, GameObjects, components, scripts, packages, and generated project files. Tools include dynamic C# script execution, C# reflection method lookup and calls, package installation/removal, Unity test execution, editor state changes, play mode control, screenshots, and profiler access. The MCP server supports streamable HTTP and stdio; HTTP deployments should require a bearer token and stay bound to trusted interfaces. Server variables include optional authorization and webhook settings; webhook endpoints can receive tool, prompt, resource, connection, and authorization events. Unity runtime connections can expose compiled game state or in-game behavior to an MCP client, not just editor-only project data. Use source control, backups, tool filtering, and explicit review before allowing destructive tools such as asset deletion, package removal, script execution, or reflection calls.Unreal Engine MCP Server can create, import, duplicate, rename, move, delete, and modify project assets, actors, levels, Blueprints, Niagara systems, Sequencer tracks, materials, audio, tests, logs, console variables, and editor state. The bridge exposes editor automation through native HTTP/SSE or WebSocket transports; keep listeners on loopback unless you intentionally enable and secure LAN access. Capability-token authentication, TLS, command validation, path sanitization, rate limits, and loopback binding should be reviewed before using remote or multi-user setups. Require confirmation before running console commands, Python execution, UnrealBuildTool tasks, Play-In-Editor sessions, asset deletion, level saves, plugin changes, imports, exports, or source-control-affecting operations. Test against disposable projects before allowing an agent to automate production levels, gameplay systems, render settings, or content directories.macOS Automator MCP executes AppleScript or JavaScript for Automation through `osascript`, either from inline script content, an absolute script path, or a knowledge-base script ID. AppleScript and JXA can control local applications, read and write files, run shell commands through scripting additions, manipulate browser tabs, send keystrokes, change settings, and trigger app-specific actions depending on macOS permissions. Do not grant broad Automation or Accessibility permissions to the host process unless you trust the MCP client, prompts, and scripts it will run. Review generated scripts before execution, use short timeouts for untrusted automations, and avoid running scripts against Mail, Messages, Contacts, Calendar, browsers, password managers, terminals, or cloud-sync folders without explicit approval. Knowledge-base scripts and custom local knowledge-base overrides can change the behavior of reusable script IDs; review local overrides before relying on them. Use separate macOS user accounts or test machines when experimenting with destructive file, shell, browser, or system-setting automation.The server can create indexes and upsert records, so an agent with a write-capable API key can change live Pinecone project state. Run the npm package `@pinecone-database/mcp` through `npx`, which downloads and executes the published package on each launch; pin to a trusted version if reproducibility matters. Scope the Pinecone API key to the intended project and use read-only or least-privilege keys when index creation and writes are not needed. Require human review before `create-index-for-model` and `upsert-records` runs that mutate production indexes.
Privacy notesTool calls may expose Unity project paths, asset names, scene hierarchy, serialized object data, scripts, logs, screenshots, profiler metrics, test output, package metadata, and runtime state. MCP config files and Unity plugin config can contain server URLs, connection modes, bearer tokens, authorization settings, enabled tool IDs, and cloud or local endpoint details. Optional webhooks can receive tool, prompt, resource, connection, authorization, and token-bearing request data. Screenshots from Game View, Scene View, cameras, or isolated GameObjects may include proprietary artwork, level design, UI, debug overlays, or unreleased game content. Generated skills and AI-client configuration files can reveal available tools, project structure, installed packages, and local workflow assumptions.Project paths, asset names, level contents, screenshots, editor logs, test output, Blueprint graphs, console variables, and generated automation reports can be exposed to the MCP client. Screenshot and viewport tools may capture unpublished game content, UI, debug overlays, local paths, or proprietary assets. Native plugin logs, TypeScript bridge logs, metrics endpoints, and MCP transcripts can reveal project names, file-system paths, automation requests, and tool results. Treat capability tokens, project paths, LAN listener settings, and generated screenshots as sensitive local configuration. Keep automation output inside approved project or scratch directories and remove temporary artifacts before sharing traces or bug reports.Scripts can expose local file paths, file contents, clipboard data, browser URLs and page data, email subjects, contacts, calendar events, messages, app state, system settings, shell output, and account-specific metadata. Error responses and optional debugging settings can include attempted script content, script paths, substitution logs, stderr, and execution details. The local knowledge base defaults to `~/.macos-automator/knowledge_base` when configured and may contain private automation recipes or paths. MCP clients, model providers, terminal history, and application logs may retain script inputs and outputs, including data read from local apps.The `PINECONE_API_KEY` is read from the MCP client environment and grants access to the associated Pinecone project; keep it out of prompts, notes, and committed files. Index names, configurations, namespaces, statistics, record contents, and search queries can be exposed to the MCP client and model provider. Records and search text may contain embedded documents, customer data, or proprietary content, so review what is sent into indexes and returned by searches. Documentation search and tool calls reach Pinecone endpoints such as api.pinecone.io, so network access and request metadata leave the local machine.
Prerequisites
  • Unity project using Unity 2022.3 or newer for the current package metadata.
  • Unity Hub or a local Unity Editor installation.
  • Node.js 20.19 or newer, or Node.js 22.12 or newer, for `unity-mcp-cli`.
  • An MCP client such as Claude Code, Claude Desktop, Codex, Cursor, Gemini CLI, GitHub Copilot, Cline, or another supported client.
  • Unreal Engine 5.0 through 5.8 with a project that can load the included McpAutomationBridge plugin.
  • Node.js 18 or newer when using the TypeScript stdio bridge; native MCP transport can run inside the plugin without Node.js.
  • A code-enabled Unreal project or a prebuilt plugin package that matches the target Unreal Engine version.
  • Required Unreal plugins such as MCP Automation Bridge, Editor Scripting Utilities, and Niagara enabled before automation starts.
  • macOS on the machine running the MCP server.
  • Node.js 24 or newer for the published npm package.
  • Automation permissions for the terminal, editor, or app that launches the MCP server.
  • Accessibility permissions when scripts need UI scripting, clicks, keystrokes, or System Events access.
  • Node.js 18 or newer with `npx` available.
  • Pinecone account and API key generated from the Pinecone console at app.pinecone.io.
  • MCP client that supports stdio server configuration, such as Claude Desktop or Cursor.
  • Awareness that index management and record tools require integrated-inference indexes.
Install
npm install -g unity-mcp-cli && unity-mcp-cli install-plugin ./MyUnityProject
npx unreal-engine-mcp-server
npx -y --package @steipete/macos-automator-mcp macos-automator-mcp
npx -y @pinecone-database/mcp
Config
Manual-only setup:
npm install -g unity-mcp-cli
unity-mcp-cli install-plugin ./MyUnityProject
unity-mcp-cli open ./MyUnityProject
Manual-only setup:
claude mcp add unreal-engine -- npx unreal-engine-mcp-server
{
  "mcpServers": {
    "macos_automator": {
      "command": "npx",
      "args": [
        "-y",
        "--package",
        "@steipete/macos-automator-mcp",
        "macos-automator-mcp"
      ],
      "type": "stdio"
    }
  }
}
{
  "mcpServers": {
    "pinecone": {
      "command": "npx",
      "args": ["-y", "@pinecone-database/mcp"],
      "env": {
        "PINECONE_API_KEY": "{pinecone-api-key}"
      }
    }
  }
}
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