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MCP Unity Editor Server

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.

by CoderGamester · 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://github.com/CoderGamester/mcp-unity/blob/main/README.md, https://github.com/CoderGamester/mcp-unity
Brand
MCP Unity
Brand domain
github.com
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.
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

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.

15 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

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

0/6 ready
Install & runtime2Permissions & scopes1Review & approval1General215 minutes

Safety & privacy surface

Safety & privacy surface

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.

Schema details

Install type
cli
Troubleshooting
No
Source repository stats
Scope
Source repo
Collection metadata
Estimated setup
15 minutes
Difficulty
advanced
Full copyable content
{
  "mcpServers": {
    "mcp-unity": {
      "command": "node",
      "args": ["Library/PackageCache/com.gamelovers.mcp-unity@<hash>/Server~/build/index.js"]
    }
  }
}

About this resource

Content

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.

Source Review

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:

{
  "mcpServers": {
    "mcp-unity": {
      "command": "node",
      "args": ["Library/PackageCache/com.gamelovers.mcp-unity@<hash>/Server~/build/index.js"]
    }
  }
}

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.

Source citations

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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).

Field

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.

Open dossier

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.

Open dossier

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

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.

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
SubmitterDiffersoktofeesh1oktofeesh1oktofeesh1maxbaluev
Install riskReview firstReview firstReview firstReview first
Notes Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓
BrandAI Game Developer logoAI Game DeveloperAccInt logoAccInt
Categorymcpmcpmcpmcp
SourceSource-backedSource-backedSource-backedSource-backed
AuthorCoderGamesterCoplayDevIvan MurzakMax Baluev
Added2026-06-062026-06-062026-06-062026-06-18
Platforms
Harness
Source repo
Safety notesMCP 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 notesUnity 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.
npm install -g unity-mcp-cli && unity-mcp-cli install-plugin ./MyUnityProject
claude mcp add accint -- acc --db /absolute/path/to/acc.db mcp
Config
{
  "mcpServers": {
    "mcp-unity": {
      "command": "node",
      "args": ["Library/PackageCache/com.gamelovers.mcp-unity@<hash>/Server~/build/index.js"],
      "env": {
        "UNITY_HOST": "localhost",
        "UNITY_PORT": "8090"
      }
    }
  }
}
{
  "mcpServers": {
    "UnityMCP": {
      "command": "uvx",
      "args": [
        "--from",
        "mcpforunityserver",
        "mcp-for-unity",
        "--transport",
        "stdio"
      ]
    }
  }
}
Manual-only setup:
npm install -g unity-mcp-cli
unity-mcp-cli install-plugin ./MyUnityProject
unity-mcp-cli open ./MyUnityProject
{
  "mcpServers": {
    "accint": {
      "command": "acc",
      "args": ["--db", "/absolute/path/to/acc.db", "mcp"]
    }
  }
}
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