Unity Version | Editmode | Playmode | Standalone |
---|---|---|---|
2022.3.61f1 | |||
2023.2.20f1 | |||
6000.0.46f1 |
Unity-MCP acts as an AI-powered gateway between your Unity Editor and LLM, enabling seamless automation and intelligent control over your Unity projects. By integrating with the MCP server and client, it allows AI agents or external tools to interact with your Unity environment—creating, modifying, and managing GameObjects, Components, Assets, Scenes, and more.
The system is extensible: you can define custom tool
s directly in your Unity project codebase, exposing new capabilities to the AI or automation clients. This makes Unity-MCP a flexible foundation for building advanced workflows, rapid prototyping, or integrating AI-driven features into your development process.
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Legend: ✅ = Implemented & available 🔲 = Planned / Not yet implemented
- Open command line in Unity project folder
- Run the command
openupm add com.ivanmurzak.unity.mcp
- Go 👉
Window/AI Connector (Unity-MCP)
. - Click configure on your MCP client.
- Restart your MCP client.
- Make sure
AI Connector
is "Connected" after restart.
⚠️ Not yet supported. There is a blocker issue incsharp-sdk
for MCP server. Waiting for solution.
Unity-MCP is designed to support custom tool
development by project owner. MCP server takes data from Unity plugin and exposes it to a Client. So anyone in the MCP communication chain would receive the information about a new tool
. Which LLM may decide to call at some point.
To add a custom tool
you need:
- To have a class with attribute
McpPluginToolType
. - To have a method in the class with attribute
McpPluginTool
. - [optional] Add
Description
attribute to each method argument to let LLM to understand it. - [optional] Use
string? optional = null
properties with?
and default value to mark them asoptional
for LLM.
Take a look that the line
=> MainThread.Run(() =>
it allows to run the code in Main thread which is needed to interact with Unity API. If you don't need it and running the tool in background thread is fine for the tool, don't use Main thread for efficience purpose.
[McpPluginToolType]
public class Tool_GameObject
{
[McpPluginTool
(
"GameObject_Create",
Title = "Create a new GameObject",
Description = "Create a new GameObject."
)]
public string Create
(
[Description("Path to the GameObject (excluding the name of the GameObject).")]
string path,
[Description("Name of the GameObject.")]
string name
)
=> MainThread.Run(() =>
{
var targetParent = string.IsNullOrEmpty(path) ? null : GameObject.Find(path);
if (targetParent == null && !string.IsNullOrEmpty(path))
return $"[Error] Parent GameObject '{path}' not found.";
var go = new GameObject(name);
go.transform.position = new Vector3(0, 0, 0);
go.transform.rotation = Quaternion.identity;
go.transform.localScale = new Vector3(1, 1, 1);
if (targetParent != null)
go.transform.SetParent(targetParent.transform, false);
EditorUtility.SetDirty(go);
EditorApplication.RepaintHierarchyWindow();
return $"[Success] Created GameObject '{name}' at path '{path}'.";
});
}
Feel free to add new tool
into the project.
- Fork the project.
- Implement new
tool
in your forked repository. - Create Pull Request into original Unity-MCP repository.