Unity-mcp unity-mcp-orchestrator
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
git clone https://github.com/CoplayDev/unity-mcp
T=$(mktemp -d) && git clone --depth=1 https://github.com/CoplayDev/unity-mcp "$T" && mkdir -p ~/.claude/skills && cp -r "$T/.claude/skills/unity-mcp-skill" ~/.claude/skills/coplaydev-unity-mcp-unity-mcp-orchestrator && rm -rf "$T"
.claude/skills/unity-mcp-skill/SKILL.mdUnity-MCP Operator Guide
This skill helps you effectively use the Unity Editor with MCP tools and resources.
Template Notice
Examples in
references/workflows.md and references/tools-reference.md are reusable templates. They may be inaccurate across Unity versions, package setups (UGUI/TMP/Input System), and project-specific conventions. Please check console, compilation errors, or use screenshot after implementation.
Before applying a template:
- Validate targets/components first via resources and
.find_gameobjects - Treat names, enum values, and property payloads as placeholders to adapt.
Quick Start: Resource-First Workflow
Always read relevant resources before using tools. This prevents errors and provides the necessary context.
1. Check editor state → mcpforunity://editor/state 2. Understand the scene → mcpforunity://scene/gameobject-api 3. Find what you need → find_gameobjects or resources 4. Take action → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.) 5. Verify results → read_console, manage_camera(action="screenshot"), resources
Critical Best Practices
1. After Writing/Editing Scripts: Wait for Compilation and Check Console
# After create_script or script_apply_edits: # Both tools already trigger AssetDatabase.ImportAsset + RequestScriptCompilation automatically. # No need to call refresh_unity — just wait for compilation to finish, then check console. # 1. Poll editor state until compilation completes # Read mcpforunity://editor/state → wait until is_compiling == false # 2. Check for compilation errors read_console(types=["error"], count=10, include_stacktrace=True)
Why: Unity must compile scripts before they're usable.
create_script and script_apply_edits already trigger import and compilation automatically — calling refresh_unity afterward is redundant.
2. Use batch_execute
for Multiple Operations
batch_execute# 10-100x faster than sequential calls batch_execute( commands=[ {"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube1", "primitive_type": "Cube"}}, {"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube2", "primitive_type": "Cube"}}, {"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube3", "primitive_type": "Cube"}} ], parallel=True # Hint only: Unity may still execute sequentially )
Max 25 commands per batch by default (configurable in Unity MCP Tools window, max 100). Use
fail_fast=True for dependent operations.
Tip: Also use
batch_execute for discovery — batch multiple find_gameobjects calls instead of calling them one at a time:
batch_execute(commands=[ {"tool": "find_gameobjects", "params": {"search_term": "Camera", "search_method": "by_component"}}, {"tool": "find_gameobjects", "params": {"search_term": "Player", "search_method": "by_tag"}}, {"tool": "find_gameobjects", "params": {"search_term": "GameManager", "search_method": "by_name"}} ])
3. Use Screenshots to Verify Visual Results
# Basic screenshot (saves to Assets/, returns file path only) manage_camera(action="screenshot") # Inline screenshot (returns base64 PNG directly to the AI) manage_camera(action="screenshot", include_image=True) # Use a specific camera and cap resolution for smaller payloads manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512) # Batch surround: captures front/back/left/right/top/bird_eye around the scene manage_camera(action="screenshot", batch="surround", max_resolution=256) # Batch surround centered on a specific object manage_camera(action="screenshot", batch="surround", view_target="Player", max_resolution=256) # Positioned screenshot: place a temp camera and capture in one call manage_camera(action="screenshot", view_target="Player", view_position=[0, 10, -10], max_resolution=512) # Scene View screenshot: capture what the developer sees in the editor manage_camera(action="screenshot", capture_source="scene_view", include_image=True) # Scene View framed on a specific object manage_camera(action="screenshot", capture_source="scene_view", view_target="Canvas", include_image=True)
Best practices for AI scene understanding:
- Use
when you need to see the scene, not just save a file.include_image=True - Use
for a comprehensive overview (6 angles, one command).batch="surround" - Use
/view_target
to capture from a specific viewpoint without needing a scene camera.view_position - Use
to see the editor viewport (gizmos, wireframes, grid).capture_source="scene_view" - Keep
at 256–512 to balance quality vs. token cost.max_resolution
# Agentic camera loop: point, shoot, analyze manage_gameobject(action="look_at", target="MainCamera", look_at_target="Player") manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512) # → Analyze image, decide next action # Multi-view screenshot (6-angle contact sheet) manage_camera(action="screenshot_multiview", max_resolution=480) # Scene View for editor-level inspection (shows gizmos, debug overlays, etc.) manage_camera(action="screenshot", capture_source="scene_view", view_target="Player", include_image=True)
4. Check Console After Major Changes
read_console( action="get", types=["error", "warning"], # Focus on problems count=10, format="detailed" )
5. Always Check editor_state
Before Complex Operations
editor_state# Read mcpforunity://editor/state to check: # - is_compiling: Wait if true # - is_domain_reload_pending: Wait if true # - ready_for_tools: Only proceed if true # - blocking_reasons: Why tools might fail
Parameter Type Conventions
These are common patterns, not strict guarantees.
manage_components.set_property payload shapes can vary by component/property; if a template fails, inspect the component resource payload and adjust.
Vectors (position, rotation, scale, color)
# Both forms accepted: position=[1.0, 2.0, 3.0] # List position="[1.0, 2.0, 3.0]" # JSON string
Booleans
# Both forms accepted: include_inactive=True # Boolean include_inactive="true" # String
Colors
# Auto-detected format: color=[255, 0, 0, 255] # 0-255 range color=[1.0, 0.0, 0.0, 1.0] # 0.0-1.0 normalized (auto-converted)
Paths
# Assets-relative (default): path="Assets/Scripts/MyScript.cs" # URI forms: uri="mcpforunity://path/Assets/Scripts/MyScript.cs" uri="file:///full/path/to/file.cs"
Core Tool Categories
| Category | Key Tools | Use For |
|---|---|---|
| Scene | , | Scene operations, finding objects. Multi-scene editing (additive load, close, set active, move GO between scenes), scene templates (, , , ), scene validation with . For build settings, use . |
| Objects | , | Creating/modifying GameObjects |
| Scripts | , , | C# code management (auto-refreshes on create/edit) |
| Assets | , | Asset operations. Prefab instantiation is done via , not . |
| Editor | , , | Editor control, package deployment (/), undo/redo (/ actions) |
| Testing | , | Unity Test Framework |
| Batch | | Parallel/bulk operations |
| Camera | | Camera management (Unity Camera + Cinemachine). Tier 1 (always available): create, target, lens, priority, list, screenshot. Tier 2 (requires ): brain, body/aim/noise pipeline, extensions, blending, force/release. 7 presets: follow, third_person, freelook, dolly, static, top_down, side_scroller. Resource: . Use to check Cinemachine availability. See tools-reference.md. |
| Graphics | | Rendering and post-processing management. 33 actions across 5 groups: Volume (create/configure volumes and effects, URP/HDRP), Bake (lightmaps, light probes, reflection probes, Edit mode only), Stats (draw calls, batches, memory), Pipeline (quality levels, pipeline settings), Features (URP renderer features: add, remove, toggle, reorder). Resources: , , . Use to check pipeline status. See tools-reference.md. |
| Packages | | Install, remove, search, and manage Unity packages and scoped registries. Query actions: list installed, search registry, get info, ping, poll status. Mutating actions: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal ( to override). See tools-reference.md. |
| ProBuilder | | 3D modeling, mesh editing, complex geometry. When is installed, prefer ProBuilder shapes over primitive GameObjects for editable geometry, multi-material faces, or complex shapes. Supports 12 shape types, face/edge/vertex editing, smoothing, and per-face materials. See ProBuilder Guide. |
| UI | , with + | UI Toolkit: Use to create UXML/USS files, attach UIDocument, inspect visual trees. uGUI (Canvas): Use for Canvas, Panel, Button, Text, Slider, Toggle, Input Field. Read first to detect uGUI/TMP/Input System/UI Toolkit availability. (see UI workflows) |
| Docs | , | API verification and documentation lookup. inspects live C# APIs via reflection (requires Unity connection): types across assemblies, for member summary, for full signatures. fetches official docs from docs.unity3d.com (no Unity connection needed): (ScriptReference), (Manual pages), (package docs), (parallel search all sources + project assets). Trust hierarchy: reflection > project assets > docs. Workflow: search -> get_type -> get_member -> lookup. See tools-reference.md. |
Common Workflows
Creating a New Script and Using It
# 1. Create the script (automatically triggers import + compilation) create_script( path="Assets/Scripts/PlayerController.cs", contents="using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n void Update() { }\n}" ) # 2. Wait for compilation to finish # Read mcpforunity://editor/state → wait until is_compiling == false # 3. Check for compilation errors read_console(types=["error"], count=10) # 4. Only then attach to GameObject manage_gameobject(action="modify", target="Player", components_to_add=["PlayerController"])
Finding and Modifying GameObjects
# 1. Find by name/tag/component (returns IDs only) result = find_gameobjects(search_term="Enemy", search_method="by_tag", page_size=50) # 2. Get full data via resource # mcpforunity://scene/gameobject/{instance_id} # 3. Modify using the ID manage_gameobject(action="modify", target=instance_id, position=[10, 0, 0])
Running and Monitoring Tests
# 1. Start test run (async) result = run_tests(mode="EditMode", test_names=["MyTests.TestSomething"]) job_id = result["job_id"] # 2. Poll for completion result = get_test_job(job_id=job_id, wait_timeout=60, include_failed_tests=True)
Pagination Pattern
Large queries return paginated results. Always follow
next_cursor:
cursor = 0 all_items = [] while True: result = manage_scene(action="get_hierarchy", page_size=50, cursor=cursor) all_items.extend(result["data"]["items"]) if not result["data"].get("next_cursor"): break cursor = result["data"]["next_cursor"]
Multi-Instance Workflow
When multiple Unity Editors are running:
# 1. List instances via resource: mcpforunity://instances # 2. Set active instance set_active_instance(instance="MyProject@abc123") # 3. All subsequent calls route to that instance
Error Recovery
| Symptom | Cause | Solution |
|---|---|---|
| Tools return "busy" | Compilation in progress | Wait, check |
| "stale_file" error | File changed since SHA | Re-fetch SHA with , retry |
| Connection lost | Domain reload | Wait ~5s, reconnect |
| Commands fail silently | Wrong instance | Check |
Reference Files
For detailed schemas and examples:
- tools-reference.md: Complete tool documentation with all parameters
- resources-reference.md: All available resources and their data
- workflows.md: Extended workflow examples and patterns