Unity Editor MCP bridge from CoderGamester that lets Claude and other MCP clients inspect scenes, manage GameObjects, edit components and materials, run tests, read console logs, and automate Unity project workflows through a Node.js stdio server connected to a Unity WebSocket bridge.
MCP Unity can create, update, duplicate, move, rotate, scale, reparent, and delete GameObjects, scenes, materials, prefabs, components, and packages in the active Unity project., Unity Editor actions can trigger imports, script compilation, package installs, tests, play-mode reloads, custom menu items, or project-specific editor scripts., The Unity-side WebSocket bridge defaults to localhost, but the README documents optional remote connections; expose remote host or port settings only on trusted networks., Re-run the Unity client configuration after package updates because Unity Package Manager cache paths include a changing package hash., Review batched operations carefully because a single MCP call can execute multiple Unity actions.
Privacy notes
Unity projects can contain proprietary game logic, unreleased assets, licensed packages, customer IP, local paths, console logs, test names, build settings, and credentials embedded in custom tooling., MCP resources can expose scene hierarchy, GameObject details, package lists, assets, tests, and console logs to the MCP client and model., Console logs and generated error traces may include file paths, stack traces, tokens, URLs, player data, analytics IDs, or internal service names., If remote bridge connections are enabled, protect the Unity host and WebSocket port with network controls and avoid exposing the editor to untrusted machines.
Author
CoderGamester
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
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Current score
63
Baseline
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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.
5 safety and 4 privacy notes across 6 risk areas. Review closely: credentials & tokens, network access.
6 areas
SafetyGeneralMCP Unity can create, update, duplicate, move, rotate, scale, reparent, and delete GameObjects, scenes, materials, prefabs, components, and packages in the active Unity project.
SafetyExecution & processesUnity Editor actions can trigger imports, script compilation, package installs, tests, play-mode reloads, custom menu items, or project-specific editor scripts.
SafetyNetwork accessThe Unity-side WebSocket bridge defaults to localhost, but the README documents optional remote connections; expose remote host or port settings only on trusted networks.
SafetyLocal filesRe-run the Unity client configuration after package updates because Unity Package Manager cache paths include a changing package hash.
SafetyExecution & processesReview batched operations carefully because a single MCP call can execute multiple Unity actions.
PrivacyCredentials & tokensUnity projects can contain proprietary game logic, unreleased assets, licensed packages, customer IP, local paths, console logs, test names, build settings, and credentials embedded in custom tooling.
PrivacyData retentionMCP resources can expose scene hierarchy, GameObject details, package lists, assets, tests, and console logs to the MCP client and model.
PrivacyCredentials & tokensConsole logs and generated error traces may include file paths, stack traces, tokens, URLs, player data, analytics IDs, or internal service names.
PrivacyNetwork accessIf remote bridge connections are enabled, protect the Unity host and WebSocket port with network controls and avoid exposing the editor to untrusted machines.
Safety notes
MCP Unity can create, update, duplicate, move, rotate, scale, reparent, and delete GameObjects, scenes, materials, prefabs, components, and packages in the active Unity project.
Unity Editor actions can trigger imports, script compilation, package installs, tests, play-mode reloads, custom menu items, or project-specific editor scripts.
The Unity-side WebSocket bridge defaults to localhost, but the README documents optional remote connections; expose remote host or port settings only on trusted networks.
Re-run the Unity client configuration after package updates because Unity Package Manager cache paths include a changing package hash.
Review batched operations carefully because a single MCP call can execute multiple Unity actions.
Privacy notes
Unity projects can contain proprietary game logic, unreleased assets, licensed packages, customer IP, local paths, console logs, test names, build settings, and credentials embedded in custom tooling.
MCP resources can expose scene hierarchy, GameObject details, package lists, assets, tests, and console logs to the MCP client and model.
Console logs and generated error traces may include file paths, stack traces, tokens, URLs, player data, analytics IDs, or internal service names.
If remote bridge connections are enabled, protect the Unity host and WebSocket port with network controls and avoid exposing the editor to untrusted machines.
Prerequisites
Unity Editor project you are authorized to inspect and modify.
Review of the current upstream Unity version requirement before installing; the README and package manifest should be treated as the source of truth.
Node.js available for the package's Node-based MCP bridge.
Unity Package Manager access to add the package from the repository git URL.
Version control, backups, or a disposable test Unity project before allowing an agent to edit scenes, scripts, packages, or assets.
MCP client such as Claude Code, Claude Desktop, Codex CLI, Cursor, Windsurf, GitHub Copilot, OpenCode, or another compatible host.
MCP Unity Editor Server connects MCP-capable AI clients to the Unity Editor
through a two-part bridge: a Node.js stdio MCP server and a Unity Editor
WebSocket server. The project lets Claude, Codex, Cursor, Windsurf, GitHub
Copilot, OpenCode, and other compatible clients inspect Unity project state and
run editor operations without manually clicking through the Unity interface.
The server registers tools for menu items, GameObject selection and transforms,
component updates, package installation, scene creation and loading, prefab and
material workflows, test execution, console logs, and batch execution. It also
registers MCP resources for menu items, scene hierarchy, GameObjects, logs,
packages, assets, and tests, plus a GameObject-handling prompt.
These sources were reviewed on 2026-06-06. Prefer the live repository,
README, Unity package manifest, Node server manifest, stdio server entrypoint,
Unity connection layer, Unity WebSocket bridge, and license file for current
install paths, client configuration, tools, resources, host/port behavior,
version compatibility, and licensing.
Features
Unity Package Manager install path from the repository git URL.
Node.js stdio MCP server that connects to the Unity Editor bridge.
Unity-side WebSocket server with default localhost binding and configurable
port/host behavior.
Tools for creating, loading, saving, unloading, and deleting scenes.
Tools for selecting, creating, updating, duplicating, deleting, reparenting,
moving, rotating, scaling, and inspecting GameObjects.
Component, prefab, package, material, console-log, test-runner, and menu-item
operations.
Batch execution for multi-step Unity operations in a single MCP call.
Resources for menu items, scene hierarchy, GameObjects, console logs,
packages, assets, and Unity tests.
Client configuration guidance for Claude Code, Claude Desktop, Codex CLI,
Cursor, Windsurf, GitHub Copilot, OpenCode, and other MCP hosts.
MIT license.
Installation
Install the Unity package through Unity Package Manager with the repository URL:
https://github.com/CoderGamester/mcp-unity.git
Open the Unity Editor, then use:
Tools > MCP Unity > Server Window
Use the server window to configure the target MCP client and start the Unity
WebSocket server. The generated client config points to the package cache path
for the Node.js MCP server, for example:
Re-run the configure step after updating the Unity package because the package
cache hash can change.
Use Cases
Prototype a Unity scene layout from a natural-language prompt.
Inspect the active scene hierarchy, selected GameObjects, components, assets,
package lists, test lists, or console logs before editing.
Add or update GameObjects, transforms, materials, prefabs, and components.
Run Unity edit-mode tests and inspect failures from the MCP client.
Execute Unity menu items or custom editor automation exposed by the project.
Batch scene and asset changes during prototyping, then review them in Unity
and version control.
Safety and Privacy
MCP Unity Editor Server gives an agent direct control over a live Unity Editor
project. Use it with version control and start in a disposable scene or branch.
Review scene, prefab, material, package, and script changes before committing
them. Be especially cautious with execute_menu_item, add_package,
batch_execute, scene deletion, GameObject deletion, and any custom editor
scripts that can run project-specific logic.
The Unity bridge exposes project structure, asset names, package lists, tests,
console logs, stack traces, scene hierarchy, and GameObject details. Treat that
data as source code and proprietary design information. Keep remote connections
disabled unless they are intentionally required, and avoid exposing the WebSocket
port outside trusted development machines.
Duplicate Check
Existing content includes the separate CoplayDev Unity MCP Server entry. No
CoderGamester/mcp-unity, com.gamelovers.mcp-unity, or
io.github.codergamester/mcp-unity entry was found in content/mcp. This entry
is distinct because it documents CoderGamester's Unity Package Manager package,
Node stdio server, Unity WebSocket bridge, tool/resource registry, client
configuration flow, and package-cache setup.
Show that MCP Unity Editor Server is listed on HeyClaude. Paste this Markdown into your README — it renders the badge and links back to this page.
[](https://heyclau.de/entry/mcp/mcp-unity-editor-server)
How it compares
MCP Unity Editor 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).
Unity Editor MCP bridge from CoderGamester that lets Claude and other MCP clients inspect scenes, manage GameObjects, edit components and materials, run tests, read console logs, and automate Unity project workflows through a Node.js stdio server connected to a Unity WebSocket bridge.
Unity Editor MCP bridge that lets AI assistants manage assets, edit scripts, control scenes, run tests, and automate Unity workflows through the Model Context Protocol.
Local-first AccInt MCP server that gives Claude a scored Work Model through `acc_retrieve` and `acc_act`, so agent work can compound from real outcomes while the `acc.db` substrate stays on the user's machine.
✓MCP Unity can create, update, duplicate, move, rotate, scale, reparent, and delete GameObjects, scenes, materials, prefabs, components, and packages in the active Unity project.
Unity Editor actions can trigger imports, script compilation, package installs, tests, play-mode reloads, custom menu items, or project-specific editor scripts.
The Unity-side WebSocket bridge defaults to localhost, but the README documents optional remote connections; expose remote host or port settings only on trusted networks.
Re-run the Unity client configuration after package updates because Unity Package Manager cache paths include a changing package hash.
Review batched operations carefully because a single MCP call can execute multiple Unity actions.
✓Unity MCP can create, modify, delete, and inspect Unity project assets, scenes, scripts, tests, editor state, and generated files.
Agents may execute Unity Editor actions that trigger imports, compilation, play mode, tests, package changes, or custom editor scripts.
Use tool groups and project-level scoping to limit which Unity workflows an agent can access.
Test automation in a disposable project before connecting the server to production game, simulation, AR, VR, or client work.
Remote server auth and multi-instance routing should be configured carefully so an agent controls only the intended Unity Editor instance.
✓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.
✓The MCP server launches the local `acc` binary; review the release binary, EULA, and installer before running it on sensitive machines.
`acc_act` can run bounded local work through runtimes such as `exec`, `browser`, and registered reusable actions, so host permissions and approvals matter.
External actions such as publishing, sending, deploying, deleting important data, or using credentials are designed to require owner authority before leaving the machine.
The installer probes hardware, downloads and verifies the matching release binary, and may download a large embedding model on first run.
The public repository contains Apache-2.0 installer, docs, plugins, and registry glue; the core engine binary is proprietary under the AccInt EULA.
Privacy notes
✓Unity projects can contain proprietary game logic, unreleased assets, licensed packages, customer IP, local paths, console logs, test names, build settings, and credentials embedded in custom tooling.
MCP resources can expose scene hierarchy, GameObject details, package lists, assets, tests, and console logs to the MCP client and model.
Console logs and generated error traces may include file paths, stack traces, tokens, URLs, player data, analytics IDs, or internal service names.
If remote bridge connections are enabled, protect the Unity host and WebSocket port with network controls and avoid exposing the editor to untrusted machines.
✓Scene names, asset paths, scripts, serialized object data, test results, editor logs, package metadata, and project structure may be exposed to the MCP client and model.
Unity projects can contain proprietary artwork, gameplay systems, licensed assets, unpublished game logic, client IP, and credentials embedded in editor tooling.
Remote server mode may expose project context over the network; require authentication and avoid sharing endpoints beyond trusted clients.
Review generated scripts and asset changes before committing, shipping, or syncing them to shared repositories.
✓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.
✓The Work Model substrate is a local SQLite file (`acc.db`) owned by the user; the MCPB bundle does not include that database.
Retrieval, scoring, prediction, and the local sandbox run on the user's machine rather than in a cloud memory service.
The public installer enables opt-out anonymous telemetry for event names and source refs only; it does not send prompts, files, memory, or Work Model data.
Use `ACC_NO_TELEMETRY=1` during install or `acc telemetry off` later if anonymous installer/runtime telemetry is not acceptable.
Receipts, commitments, and learned outcomes are written into the local substrate, so choose the database path and file permissions deliberately.
Prerequisites
Unity Editor project you are authorized to inspect and modify.
Review of the current upstream Unity version requirement before installing; the README and package manifest should be treated as the source of truth.
Node.js available for the package's Node-based MCP bridge.
Unity Package Manager access to add the package from the repository git URL.
Unity Editor installed with a project you are authorized to modify.
Unity Package Manager access to add a package from a git URL, or another install path documented by the project.
Python 3.10 or newer for the MCP server side documented by the project.
MCP-capable client such as Claude, Codex, VS Code, Cursor, or another supported host.
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.
Claude Code or another MCP client that can launch a local stdio server.
macOS, Linux, or Windows with permission to install the AccInt release binary.
Local disk space for `acc.db` plus the first-run embedding model download, which can be several GB.
Use the Official MCP Registry entry `io.github.maxbaluev/accint` when your client supports MCPB packages.
Install
Add https://github.com/CoderGamester/mcp-unity.git through Unity Package Manager, then configure the client from Tools > MCP Unity > Server Window.
Add https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main through Unity Package Manager, then run Window > MCP for Unity > Configure All Detected Clients.