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.
Open the source and read safety notes before installing.
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
- Scope
- Source repo
- 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
- https://github.com/CoderGamester/mcp-unity
- https://github.com/CoderGamester/mcp-unity/blob/main/README.md
- https://github.com/CoderGamester/mcp-unity/blob/main/package.json
- https://github.com/CoderGamester/mcp-unity/blob/main/Server~/package.json
- https://github.com/CoderGamester/mcp-unity/blob/main/Server~/src/index.ts
- https://github.com/CoderGamester/mcp-unity/blob/main/Server~/src/unity/mcpUnity.ts
- https://github.com/CoderGamester/mcp-unity/blob/main/Editor/UnityBridge/McpUnityServer.cs
- https://github.com/CoderGamester/mcp-unity/blob/main/LICENSE.md
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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