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.
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.
Privacy notes
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to the MCP client and model., Unity projects can contain proprietary artwork, gameplay systems, licensed assets, unpublished game logic, client IP, and credentials embedded in editor tooling., Remote server mode may expose project context over the network; require authentication and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.
Author
CoplayDev
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.
5 safety and 4 privacy notes across 5 risk areas. Review closely: credentials & tokens, network access.
5 areas
SafetyLocal filesUnity MCP can create, modify, delete, and inspect Unity project assets, scenes, scripts, tests, editor state, and generated files.
SafetyExecution & processesAgents may execute Unity Editor actions that trigger imports, compilation, play mode, tests, package changes, or custom editor scripts.
SafetyGeneralUse tool groups and project-level scoping to limit which Unity workflows an agent can access.
SafetyGeneralTest automation in a disposable project before connecting the server to production game, simulation, AR, VR, or client work.
SafetyNetwork accessRemote server auth and multi-instance routing should be configured carefully so an agent controls only the intended Unity Editor instance.
PrivacyLocal filesScene 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.
PrivacyCredentials & tokensUnity projects can contain proprietary artwork, gameplay systems, licensed assets, unpublished game logic, client IP, and credentials embedded in editor tooling.
PrivacyNetwork accessRemote server mode may expose project context over the network; require authentication and avoid sharing endpoints beyond trusted clients.
PrivacyExecution & processesReview generated scripts and asset changes before committing, shipping, or syncing them to shared repositories.
Safety notes
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.
Privacy notes
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.
Prerequisites
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.
Version control, backups, or a disposable test Unity project before allowing an agent to edit scenes, scripts, or assets.
Unity MCP Server bridges MCP-compatible AI assistants to the Unity Editor. It
lets agents inspect and automate Unity workflows such as managing assets,
controlling scenes, editing scripts, running tests, and authoring project
content from natural-language prompts.
The project provides a Unity package, a Python MCP server component, docs for
first-run setup, and guides for multi-instance routing, tool groups, Roslyn
validation, and remote server authentication.
These sources were reviewed on 2026-06-06. Prefer the live repository and
documentation for current Unity package URLs, beta channel guidance, server
commands, supported clients, release notes, and remote authentication behavior.
Features
Connect MCP clients to a running Unity Editor project.
Create and modify Unity scenes, objects, assets, and scripts.
Run tests and automate project workflows from an agent.
Configure detected clients from the Unity Editor menu.
Use tool groups to control which categories of Unity tools are exposed.
Route multiple Unity instances to the intended client/server pairing.
Support remote-hosted server setups with authentication.
Provide docs for first prompts, installation channels, and development setup.
Installation
Install the Unity package through Unity Package Manager by adding the git URL:
Prototype Unity scenes and object layouts from Claude or another MCP client.
Generate or revise Unity scripts while keeping the Editor in the loop.
Automate repetitive asset, scene, and test workflows.
Inspect Unity project structure before changing gameplay code.
Route several Unity Editor instances during multi-project development.
Limit exposed capabilities with tool groups for safer agent workflows.
Safety and Privacy
Unity MCP gives an agent real editing power inside a Unity project. Treat it as
write-capable project automation, not as a passive documentation source. Use a
throwaway project first, keep version control clean, review diffs, and require
human approval before broad asset, scene, package, or script changes.
Projects may include unreleased game design, proprietary assets, client work,
licensed store content, credentials in editor tooling, analytics keys, and
internal build scripts. Connect only trusted MCP clients and avoid remote access
unless authentication, network exposure, and instance routing are configured
deliberately.
Duplicate Check
No CoplayDev/unity-mcp entry, Unity MCP entry, or matching Unity MCP source
URL was found in content/mcp.
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How it compares
Unity MCP Server side by side with 3 alternatives on trust, install, platform support, and disclosed safety notes — all from reviewed registry metadata.
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.
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.
Official MCP server for agent-device, Callstack's device automation CLI for inspecting, controlling, debugging, recording, and collecting evidence from iOS, Android, TV, macOS, Linux, React Native, Expo, Flutter, and native apps.
✓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.
✓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.
✓Agent Device MCP exposes structured tools backed by `AgentDeviceClient`; the docs state it does not expose generic shell execution over MCP.
Tools and CLI workflows can open apps, inspect UI, tap, type, scroll, perform gestures, wait, assert state, handle alerts, and close sessions.
Evidence workflows can capture screenshots, recordings, logs, traces, network traffic, performance samples, crash context, React profiles, and replay files.
Mutating commands should run serially against one session, and separate sessions or devices should be used for parallel work.
Prefer dedicated test devices or simulators, and require approval before entering credentials, submitting forms, changing settings, installing apps, sending messages, or touching production accounts.
Privacy notes
✓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.
✓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.
✓Screenshots, recordings, traces, logs, network dumps, replay files, reports, UI snapshots, typed input, and React profiles can contain private UI state, tokens, request data, customer information, or credentials.
macOS, iOS, Android, and TV automation can expose local app state, notifications, device names, package identifiers, app content, system dialogs, and permission prompts.
Network inspection artifacts may include headers, payloads, session identifiers, URLs, and API data; review before sharing or committing.
Interactive CLI runs may check npm for newer package versions unless `AGENT_DEVICE_NO_UPDATE_NOTIFIER=1` is set.
Prerequisites
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.
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.
Node.js 22 or newer and `agent-device` installed globally or project-locally.
Xcode tooling for iOS, tvOS, or macOS targets, or Android SDK and ADB for Android targets.
Device, simulator, emulator, TV, macOS, or Linux desktop target that the agent is allowed to automate.
Required local permissions such as Android device trust, iOS Developer Mode, macOS Accessibility, and Screen Recording where applicable.
Install
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.