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Unity3d MCP

FastMCP Unity 3D automation server plus webapp with VRM avatar pipeline and VRChat integration

Unclaimed Apache-2.0 last commit 6 months ago agentic-workflowavatarfastmcpgamedevmcpollamapythonunityunity3dvrmwebapp
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About Unity3d MCP

Unity3d MCP is an MCP server published by zoucdr in the Developer Tools category: fastMCP Unity 3D automation server plus webapp with VRM avatar pipeline and VRChat integration. It has been installed 0 times through Conduid.

The repository has 38 stars and 4 forks, with the last commit 6 months ago. Six months or more without a commit doesn't mean the server is broken, but check the open issues (0) before depending on it in production.

Install

Install
npx unity3d-mcp

This server has no ConduID identity, so agent calls to it are not receipted. Pin the version you install and review the source before granting it credentials.

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README

English | 中文


Unity3d MCP Documentation

Unity3d MCP

Table of Contents

  1. System Overview
  2. Architecture
  3. Source Code
  4. Usage
  5. Agent Skills Module
  6. Innovation
  7. Technical Features
  8. API Reference
  9. Troubleshooting

System Overview

Unity3d MCP — Bridging AI and Unity for intelligent game development

Unity3d MCP (Model Context Protocol) is an AI–Unity integration system that connects AI assistants (e.g. Cursor, Claude, Trae) with the Unity Editor via a built-in MCP server, enabling an AI-driven Unity workflow.

Core Value

  • AI-driven development: Control the Unity Editor with natural language
  • Seamless integration: Works with mainstream AI clients without changing your workflow
  • Rich tooling: 40+ tools covering the full Unity development pipeline
  • High performance: HTTP-based communication
  • Extensible: Modular design for easy extension
  • Zero config: Built-in MCP server inside Unity, no external dependencies

System Components

  • Built-in MCP Server (C#): MCP protocol server inside the Unity Editor
  • Unity Package (C#): Full Unity Editor plugin
  • Tool ecosystem: 40+ Unity development tools
  • Protocol: HTTP + JSON-RPC 2.0

Architecture

Overall Architecture

Layers (top to bottom):

  1. AI client layer: Cursor, Claude, Trae, etc.
  2. MCP protocol layer: Unity built-in MCP server
  3. Communication layer: HTTP (configurable port, default 8000) + JSON-RPC 2.0
  4. Unity Editor layer: Unity Editor + Unity API
  5. Tool layer: 40+ tools + message-queue execution engine

Architecture Diagram

Unity3d MCP Architecture

Figure 1: Data flow from AI clients to the Unity Editor

Data Flow

Unity3d MCP Data Flow

Figure 2: Flow from AI instructions to Unity execution

Design Principles

1. Two-tier call architecture

AI client → FacadeTools → MethodTools → Unity API
  • FacadeTools: async_call and batch_call
  • MethodTools: 40+ methods, invoked only via FacadeTools

2. State-tree execution engine

  • State-based routing
  • Parameter validation and type conversion
  • Unified error handling

3. Connection management

  • Configurable port (default 8000)
  • Message queue processing
  • Main-thread–safe execution

Source Code

1. Unity MCP server (C#)

Main files

unity-package/Editor/Connect/
├── McpService.cs
├── McpServiceStatusWindow.cs
└── McpServiceGUI.cs

Components

  • McpService.cs: HTTP listener, MCP request handling
  • Message queue: EnqueueTask / ProcessMessageQueue, main-thread execution
  • Tool discovery: DiscoverTools, reflection-based registration of async_call / batch_call

2. Unity tool package (C#)

Structure

  • Runtime: StateTreeContext
  • Editor/Executer: AsyncCall, BatchCall, ToolsCall, CoroutineRunner, McpTool, StateMethodBase, IToolMethod, etc.
  • Editor/StateTree: StateTree, StateTreeBuilder
  • Editor/Selector: HierarchySelector, ProjectSelector, IObjectSelector
  • Editor/Tools: Hierarchy, ResEdit, Console, RunCode, UI, Storage, etc.
  • Editor/GUI: McpServiceGUI, McpDebugWindow

3. Tool categories

  1. Hierarchy: hierarchy_create, hierarchy_search, hierarchy_apply
  2. ResEdit: edit_gameobject, edit_component, edit_material, edit_texture, …
  3. Project: project_search, project_operate
  4. UI: ugui_layout, ui_rule_manage, figma_manage
  5. Console: console_read, console_write
  6. RunCode: code_runner, python_runner
  7. Editor: base_editor, manage_package, gameplay, object_delete
  8. Storage: prefers, source_location
  9. Network: request_http

Usage

1. Requirements

  • Unity 2020.3+ (recommended 2022.3.61f1c1)
  • MCP-capable AI client (Cursor / Claude / Trae)
  • Windows / macOS / Linux

No extra Python or external dependencies for the Unity package.

2. Configuration

MCP client config

Add to your AI client MCP config (e.g. ~/.cursor/mcp.json, Claude/VS/Trae equivalents):

{
  "mcpServers": {
    "unity3d-mcp": {
      "url": "http://localhost:8000"
    }
  }
}

Unity Editor

  • MCP Settings (Edit → Project Settings → MCP): connection toggle, tool list, port (default 8000), log level, UI/Figma settings.
  • MCP Debug Window (Window → MCP → Debug Window): call history, re-run, filter, export logs.

3. Agent skills and token saving

To avoid large context from full MCP tool lists and schemas, the project provides an Agent Skills module (see Agent Skills Module). Reference demo/.cursor/skills SKILL.md files in Cursor Rules or Agent config so the agent loads only the needed skill docs and then calls MCP, reducing token usage.

4. Quick start

  1. Import the Unity package and open the project.
  2. The built-in MCP server starts automatically (default port 8000).
  3. In the AI client, try: "Create a Cube named Player".

5. Examples

  • Create GameObject: "Create a Cube named Player"
  • Batch: "Create 5 Enemy objects at (0,0,0), (1,0,0), …"
  • Resources: "Download a random image and apply it to an Image component"

6. Advanced

  • Custom tools: Add classes under unity-package/Editor/Tools/, inherit StateMethodBase or IToolMethod, use ToolNameAttribute; Unity discovers and registers them.
  • Batch: Use batch_call with an array of { "func", "args" } for better performance.

7. Extended scenarios

The doc in README.zh-CN.md describes extended scenarios (AI texture generation, Poly Haven batch download, project architecture diagrams, performance analysis, test data generation, localization). Use python_runner and code_runner for automation.


Agent Skills Module

The MCP protocol exposes full tool lists and parameter schemas to the AI, which can consume many tokens. The project adds a Skill module (unity-package/Skills/unity3d-skill/) used together with MCP: load skill docs on demand instead of all tool schemas at once.

How it works

  • Unified skill entry: A single SKILL.md provides a function overview (32 functions across 7 categories: Editor & Preferences, Code Execution, Scene & Hierarchy, GameObject & Component Editing, Project & Asset Management, UI & Layout, Gameplay & Networking).
  • JSON Schema references: Each function has a dedicated JSON Schema file in references/<func_name>.json, containing full args schema, actions enum (with conditional params), and response format.
  • On-demand load: The agent reads the overview in SKILL.md to find the right function, then loads the specific references/<func_name>.json for detailed parameter info — instead of loading all 32 tool schemas at once.

With MCP

  • MCP handles tool discovery and execution; Skills describe when and how to pass arguments.
  • Reference SKILL.md in Cursor Rules or Agent config so the agent consults the overview and loads the relevant JSON schema on demand, then calls MCP.
  • This keeps full MCP capability while reducing tokens by not keeping 32+ tool descriptions in context.

File structure

unity-package/Skills/unity3d-skill/
├── SKILL.md                    # Function overview & category summary
└── references/                 # JSON Schema for each function
    ├── base_editor.json
    ├── hierarchy_create.json
    ├── gameplay.json
    ├── request_http.json
    └── ... (32 schemas total)

Innovation

1. Two-tier call architecture

  • FacadeTools (async_call, batch_call) + 40+ MethodTools invoked only through them.

2. State-tree execution engine

  • State-based routing, parameter validation, unified error handling.

3. Message-queue execution

  • Configurable port (default 8000), main-thread safety, EditorApplication.update–based queue.

4. Coroutine support

  • Async operations (e.g. HTTP, downloads) without blocking the main thread.

5. Smart file/data handling

  • Detect file types; for large content return metadata instead of full data to save memory and bandwidth.

Technical Features

  • Communication: HTTP, JSON-RPC 2.0, message queue, batch calls
  • Reliability: Configurable port, main-thread safety, error handling, timeouts
  • Extensibility: Modular tools, reflection, custom tools, configurable parameters
  • DX: Natural language, real-time feedback, logging, documentation

API Reference

Facade tools

async_call — single call:

{
  "func": "async_call",
  "args": {
    "func": "hierarchy_create",
    "args": { "name": "Player", "primitive_type": "Cube", "source": "primitive" }
  }
}

batch_call — batch:

{
  "func": "batch_call",
  "args": [
    { "func": "hierarchy_create", "args": { "name": "Player", "primitive_type": "Cube" } },
    { "func": "edit_gameobject", "args": { "path": "Player", "position": [0, 1, 0] } }
  ]
}

Core tools (examples)

  • Hierarchy: hierarchy_create, hierarchy_search, hierarchy_apply
  • ResEdit: edit_gameobject, edit_component, edit_material, edit_texture
  • Project: project_search, project_operate
  • Network: request_http, figma_manage

Response format

Success: { "success": true, "message": "...", "data": { ... } }
Error: { "success": false, "message": "...", "error": "..." }


Troubleshooting

Connection

  • Cannot connect: Ensure Unity is running, port 8000 (or your port) is free, firewall allows it; check Unity console.
  • Disconnects: Check network, Unity performance, and timeout settings.

Tool execution

  • Call fails: Check parameter format and types, ensure target objects exist, permissions.
  • Partial batch failure: Reorder operations, check resource conflicts, try smaller batches.

Performance

  • Slow response: Improve network, reduce Unity load, simplify operations.
  • High memory: Destroy unused objects, release resources, check coroutine lifecycle.

Debugging

  • Enable detailed logs (e.g. McpLogger in Unity).
  • Use MCP Debug Window for history and re-run.
  • Use network tools (e.g. Wireshark) if needed for HTTP.

Summary

Unity3d MCP connects AI assistants to the Unity Editor via a built-in MCP server, using a two-tier call architecture, message-queue execution, and main-thread safety. It provides 40+ tools across the Unity development pipeline.

Advantages

  1. AI-driven: Natural language control of the Editor
  2. Rich: 40+ tools for the full pipeline
  3. Performant: HTTP + message queue
  4. Extensible: Modular, custom tools
  5. Compatible: Works with major AI clients
  6. Zero config: No external MCP process

Use cases

  • AI-assisted game development
  • Automated resource and batch operations
  • Education and training

Roadmap

  • More Unity tools, visual tool authoring, performance and monitoring, multi-platform support, better debugging.

Document version: v2.0
Last updated: September 2025
Unity3d MCP Development Team

README mirrored from the source repository 17 days ago. The original is authoritative.

Questions

About Unity3d MCP

How do I install Unity3d MCP?

Run npx unity3d-mcp, then add the server to your MCP client's configuration. Conduid has recorded 0 installs, so the command is known to work with current clients.

Is Unity3d MCP safe to use with an AI agent?

Its trust score is 67 out of 100 (good). It passes 0 of 1 static security checks; the failures are listed above. It has no ConduID identity yet, so agent calls to it are not receipted.

Is Unity3d MCP still maintained?

The last commit was 6 months ago, with 0 open issues. That's long enough that you should check whether the maintainer is responding to issues before depending on it.