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enables AI assistants to control Unity Editor","maintainers":[{"name":"burakaydinofficial","email":"info@burakaydin.kim"}],"readme":"# Unity Editor MCP Server\n\nMCP (Model Context Protocol) server for Unity Editor integration. Enables AI assistants like Claude and Cursor to interact directly with Unity Editor for automated game development.\n\n## Features\n\n- **Version-agnostic generic surface** - the server learns each connected editor's tools (with schemas, at runtime) and exposes them through three meta-tools, so one server works with **any Unity version** and **several editors at once**\n- **~99 editor tools** spanning GameObjects, components, scenes, scene analysis, assets (prefabs/materials/import settings), scripts, code intelligence, play mode, UI automation, the Test Runner, and editor operations\n- **Multi-instance routing** - discover every running editor and target any of them by project path or port\n- **Pure ESM, zero native modules** - `npx`-friendly; the only runtime dependency is the MCP SDK\n\n## Quick Start\n\n### Using npx (Recommended)\n\n```bash\nnpx @burakaydinofficial/unity-editor-mcp\n```\n\n### Global Installation\n\n```bash\nnpm install -g @burakaydinofficial/unity-editor-mcp\nunity-editor-mcp-server\n```\n\n### Local Installation\n\n```bash\nnpm install @burakaydinofficial/unity-editor-mcp\nnpx @burakaydinofficial/unity-editor-mcp\n```\n\n## Unity Setup\n\n1. Install the Unity package from: `https://github.com/burakaydinofficial/unity-editor-mcp.git?path=unity-editor-mcp`\n2. Open Unity Package Manager → Add package from git URL\n3. The package automatically starts a loopback TCP bridge on a **per-project derived port** (range 6400–7423) and publishes it to a local discovery registry, so the server finds it automatically — no fixed port to configure\n\n## MCP Client Configuration\n\n### Claude Desktop\n\nAdd to your `claude_desktop_config.json`:\n\n```json\n{\n  \"mcpServers\": {\n    \"unity-editor-mcp\": {\n      \"command\": \"npx\",\n      \"args\": [\"@burakaydinofficial/unity-editor-mcp\"]\n    }\n  }\n}\n```\n\n## Tool surface\n\n**The server advertises a small generic surface (v0.5.0 — ADR 0006):**\n\n- **`list_unity_instances`** — list the running, discoverable editors (project, version, port); works even when none is connected\n- **`list_unity_tools`** — list the tools a connected editor supports, with schemas learned at runtime\n- **`call_unity_tool`** — invoke any of those tools by name (params validated against the editor's advertised schema before the call), routed to the named instance (required as of v0.5.0 — no default)\n\nThis is what lets one server drive **any Unity version** and **several editors at once**. The agent discovers each editor's tools on demand via `list_unity_tools` and invokes them by name with `call_unity_tool` — there is no per-tool advertised surface (ADR 0006).\n\nThe editor exposes ~99 tools spanning GameObjects, components, scenes, scene analysis, **deep serialization**, assets (prefabs / materials / import settings / ScriptableObjects), scripts, **semantic code intelligence**, play mode, UI automation, **visual capture**, the Test Runner, and editor operations — plus safety rails (a confirm-gate, a project-folder path sandbox, and a mutation audit log). The complete, categorized catalog lives in the [project README](https://github.com/burakaydinofficial/unity-editor-mcp#available-tools).\n\n### Roslyn backend (optional)\n\nName-based code intelligence (`resolve_symbol`, `get_type_members`, `find_implementations`, syntactic `find_references`) works out of the box with **no extra dependencies**. For *semantic* analysis — overload-resolved `goto_definition`, cross-file `rename_symbol`, compiler `get_diagnostics`, `get_type_hierarchy`, and semantic `find_references` — there is an **opt-in** Roslyn sidecar:\n\n- Activate it per instance with `start_roslyn` (poll `roslyn_status` until `ready`); the gated commands then appear in `list_unity_tools` as available, and `find_references` upgrades to `resolution: \"semantic\"`.\n- The base install ships **no .NET**. On first `start_roslyn` the server lazy-downloads a small self-contained binary for your platform from the GitHub release, caches it under `~/.cache/unity-editor-mcp-roslyn/`, and spawns it — verified against a published SHA-256.\n- It is fully **removable**: delete the cache directory. If the binary can't be fetched (offline / unsupported platform), `start_roslyn` reports `unavailable` and the name-based layer keeps working.\n\n## Requirements\n\n- **Unity**: 2019.4 LTS or newer\n- **Node.js**: 18.0.0 or newer\n- **MCP Client**: Claude Desktop, Cursor, or compatible client\n\n## Troubleshooting\n\n### Connection Issues\n1. Ensure Unity Editor is running with the Unity package installed\n2. Check Unity console for connection messages (it logs the port it bound)\n3. The bridge is loopback-only (localhost) on a per-project port in 6400–7423 — make sure local TCP connections aren't blocked. Run `list_unity_instances` to confirm the server can see the editor\n\n### Installation Issues\n```bash\n# Clear npm cache\nnpm cache clean --force\n\n# Reinstall\nnpm uninstall -g @burakaydinofficial/unity-editor-mcp\nnpm install -g @burakaydinofficial/unity-editor-mcp\n```\n\n## Repository\n\nFull source code and documentation: https://github.com/burakaydinofficial/unity-editor-mcp\n\n## License\n\nMIT License - see LICENSE file for details.","readmeFilename":"README.md"}