Unity Plugin MCP Server
Unity Editor control via 288 tools for scene, component, and asset automation tasks.
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Overview
This bridge installs as a Unity Package Manager (UPM) extension, establishing a local HTTP connection to your Unity Editor. It provides AI agents with granular access to over 30 categories of Unity functionality, ranging from basic GameObject manipulation and scene management to complex tasks like shader graph editing, terrain sculpting, and physics setup. By leveraging the Model Context Protocol, the plugin translates natural language requests into direct Editor actions. This allows developers to offload repetitive tasks like grid layout creation, material assignment, and lighting adjustments to an AI, as demonstrated by automated workflows for building 3D environments and interactive levels.
Our verdict
With a security score of 48/100, this server is classified as high-risk. The primary concern is that every installation grants the connected AI full write access to your Unity project without a restricted read-only mode. Because this is a community-maintained project rather than an official Unity product, and the licensing is set to NOASSERTION, users should exercise caution and review the provided tools before granting them broad control over sensitive production environments.
- Supports 288 distinct tools for deep editor integration
- Zero direct dependencies minimize supply-chain surface area
- Active development with commits within the last five days
- Grants full write access to the Unity Editor project
- Lacks an official vendor maintenance guarantee
- Uses a NOASSERTION license, creating legal ambiguity
Setup
{
"mcpServers": {
"unity-mcp-plugin": {
"args": [
"-y",
"com.anklebreaker.unity-mcp"
],
"command": "npx"
}
}
}Paste into ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows), then restart Claude Desktop. Some servers require API keys or tokens as environment variables — check the project's README and add an "env" object if needed.
- No read-only mode — running this grants full read/write access.
- No built-in authentication — anyone with access to this config can invoke every tool it exposes.
Tools
| Tool | Description | Risk |
|---|---|---|
| probuilder/* | Performs ProBuilder operations including parametric shapes, face edits, boolean CSG, combine, probuilderize, and mesh export. | medium |
| undo/last | Reverts the last action performed by the agent. | medium |
| undo/history | Provides a per-agent action log of history. | low |
| probuilder/info | Retrieves world bounds for ProBuilder objects. | low |
| scene/hierarchy | Retrieves the scene hierarchy. | low |
| screenshot/editor-window | Captures any EditorWindow to a PNG file. | low |
| prefab_info | Retrieves information about a prefab instance. | low |
| set_active | Sets the active state of a GameObject. | medium |
| info | Retrieves information about a GameObject. | low |
| delete | Deletes a GameObject from the scene. | high |
Compatibility
| Client | Local | Docker | Remote | Read-only |
|---|---|---|---|---|
| Claude Desktop | ||||
| Cursor | ||||
| VS Code | ||||
| Windsurf | ||||
| ChatGPT |
Frequently asked questions
›What software components are required to enable AI control of the Unity Editor?
You must install the Unity MCP Plugin via the Unity Package Manager and run the companion Unity MCP Server to establish the connection.
›How does the plugin communicate with my AI assistant?
The plugin runs a lightweight HTTP bridge within the Unity Editor on localhost:7890, which the Unity MCP Server uses to relay commands from your AI assistant.
›Are specific Unity packages required for all features to function?
Yes, some features depend on specific packages; for example, the Memory Profiler requires the com.unity.memoryprofiler package, and Shader Graph tools require the Shader Graph or Visual Effect Graph packages.
›Does this tool support external assets like Amplify Shader Editor?
Yes, it provides full graph manipulation tools for the Amplify Shader Editor if that asset is installed in your project.
Badge
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