MCP Server + Plugin for Unity Editor and Unity game. The Plugin allows to connect to MCP clients like Claude Desktop or others.
Unity Version | Editmode | Playmode | Standalone |
---|---|---|---|
2022.3.61f1 | |||
2023.2.20f1 | |||
6000.0.46f1 |
Unity-MCP is a bridge between LLM and Unity. It exposes and explains to LLM Unity's tools. LLM understands the interface and utilizes the tools in the way a user asks.
Connect Unity-MCP to LLM client such as Claude or Cursor using integrated AI Connector
window. Custom clients are supported as well.
The project is designed to let developers to add custom tools soon. After that the next goal is to enable the same features in player's build. For not it works only in Unity Editor.
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.
Unity-MCP supports a wide range of tools. Each tool is a small connector between LLM and Unity Engine. You may create your own tools
by using API, take a look at add custom tool.
Here is the list of default AI tools. All of them are available after installation Unity-MCP into your project.
<table> <tr> <td valign="top">Legend:
β = Implemented & available, π² = Planned / Not yet implemented
Field
set valueProperty
set valueReference
link setMenuItem
openupm add com.ivanmurzak.unity.mcp
- β
C:/MyProjects/Project
- β
C:/My Projects/Project
Window/AI Connector (Unity-MCP)
.
- Install Cursor (recommended)
- Install Claude
Configure
at your MCP client.AI Connector
is "Connected" or "Connecting..." after restart.Explain my scene hierarchy
tool
β οΈ It only works with MCP client that supports dynamic tool list update.
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:
McpPluginToolType
.McpPluginTool
.Description
attribute to each method argument to let LLM to understand it.string? optional = null
properties with ?
and default value to mark them as optional
for LLM.Take a look that the line
MainThread.Instance.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 efficiency purpose.
[McpPluginToolType]
public class Tool_GameObject
{
[McpPluginTool
(
"MyCustomTask",
Title = "Create a new GameObject"
)]
[Description("Explain here to LLM what is this, when it should be called.")]
public string CustomTask
(
[Description("Explain to LLM what is this.")]
string inputData
)
{
// do anything in background thread
return MainThread.Instance.Run(() =>
{
// do something in main thread if needed
return $"[Success] Operation completed.";
});
}
}
tool
β οΈ Not yet supported. The work is in progress
To be able to run Play Mode tests via the TestRunner MCP tool, you should consider configuring Unity to not perform a domain reload when entering Play Mode (Edit -> Project Settings -> Editor -> Enter Play Mode Settings
- set to Reload Scene only
or Do not reload Domain or Scene
). Otherwise, starting the Play Mode tests will interrupt the TestRunner MCP tool, leading to a cycle of tests restarting.
Feel free to add a new tool
into the project.
tool
in your forked repository.IvanMurzak/Unity-MCP
April 2, 2025
July 6, 2025
C#