Unity MCP Server AI-Powered Unity Editor & Hub Control

June 2, 2026 · View on GitHub

AnkleBreaker MCP

Unity MCP Server AI-Powered Unity Editor & Hub Control

The most comprehensive Model Context Protocol (MCP) server for Unity game development. Connect Claude, Cursor, Windsurf, or any MCP-compatible AI assistant to Unity Editor and Unity Hub with 288 tools across 30+ categories. Built and maintained by AnkleBreaker Studio.

AnkleBreaker Unity MCP turns your AI assistant into a full Unity co-pilot — create scenes, manipulate GameObjects, manage components, run builds, profile performance, edit Shader Graphs, control Amplify Shader Editor, sculpt terrain, bake NavMesh, manage animations, run multiplayer playmode scenarios, and much more — all without leaving your AI chat. Works with Claude Desktop, Claude Cowork, Cursor, Windsurf, and any tool that supports the Model Context Protocol.

Neon Brick Breaker — Built from scratch by AI in under 5 minutes

Claude creates the entire game: scene setup, neon materials with bloom post-processing, brick grid layout, game scripts, VFX, and UI — all through Unity MCP commands.

Unity MCP AI building a neon brick breaker game in Unity Editor

3D Medieval Village — AI-generated terrain, houses, and environment

From an empty scene to a fully decorated village: terrain sculpting, material creation, procedural house building via C# editor scripts, trees, fences, and pathways.

Unity MCP — AI building a 3D medieval village with houses, trees, and terrain

3D Castle — Complete level with FPS walkthrough

AI builds a multi-room castle with courtyard, throne room, armory, and guard room. Adjusts lighting, spawns the player, and runs an FPS walkthrough to verify the result.

Unity MCP — AI building a 3D castle with FPS walkthrough in Unity Editor

How It Works — AI → MCP Server → Unity Plugin → Unity Editor

The Model Context Protocol connects your AI assistant to Unity through a lightweight bridge. Commands flow from your AI chat directly into the editor in real-time.

Unity MCP Architecture — AI Assistant → MCP Server → Unity Plugin → Unity Editor

Features

288 tools covering the full Unity workflow:

CategoryTools
Unity HubList/install editors, manage modules, set install paths
ScenesOpen, save, create scenes, get full hierarchy tree with pagination
GameObjectsCreate (primitives/empty), delete, duplicate, reparent, activate/deactivate, transform (world/local)
ComponentsAdd, remove, get/set any serialized property, wire object references, batch wire
AssetsList, import, delete, search, create prefabs, create & assign materials
ScriptsCreate, read, update C# scripts
BuildsMulti-platform builds (Windows, macOS, Linux, Android, iOS, WebGL)
Console & CompilationRead/clear Unity console logs (errors, warnings, info); get C# compilation errors via CompilationPipeline (independent of console buffer)
TestingRun EditMode/PlayMode tests, poll results, list available tests via Unity Test Runner API
Play ModePlay, pause, stop
EditorExecute menu items, run C# code, get editor state, undo/redo
ProjectProject info, packages (list/add/remove/search), render pipeline, build settings
AnimationList clips & controllers, get parameters, play animations
PrefabOpen/close prefab mode, get overrides, apply/revert changes
PhysicsRaycasts, sphere/box casts, overlap tests, physics settings
LightingManage lights, environment, skybox, lightmap baking, reflection probes
AudioAudioSources, AudioListeners, AudioMixers, play/stop, mixer params
TerrainCreate/modify terrains, paint heightmaps/textures, manage terrain layers, trees, details
NavigationNavMesh baking, agents, obstacles, off-mesh links
ParticlesParticle system creation, inspection, module editing
UICanvas, UI elements, layout groups, event system
Tags & LayersList/add/remove tags, assign tags & layers
SelectionGet/set editor selection, find by name/tag/component/layer/tag
GraphicsScene and game view capture (inline images for visual inspection)
Input ActionsAction maps, actions, bindings (Input System package)
Assembly DefsList, inspect, create, update .asmdef files
ScriptableObjectsCreate, inspect, modify ScriptableObject assets
ConstraintsPosition, rotation, scale, aim, parent constraints
LODLOD group management and configuration
ProfilerStart/stop profiling, stats, deep profiles, save profiler data
Frame DebuggerEnable/disable, draw call list & details, render targets
Memory ProfilerMemory breakdown, top consumers, snapshots (com.unity.memoryprofiler)
Shader GraphList, inspect, create, open Shader Graphs & Sub Graphs; VFX Graphs
Amplify Shader EditorFull graph manipulation — create, inspect, add/remove/connect/disconnect/duplicate nodes, set properties, templates, save/close (if installed)
MPPM ScenariosList, activate, start, stop multiplayer playmode scenarios; get status & player info
Multi-InstanceDiscover and switch between multiple running Unity Editor instances
Multi-AgentList active agents, get agent action logs, queue monitoring
SpriteAtlasCreate, inspect, add/remove sprites, configure settings, delete, list SpriteAtlases
UMA (Unity Multipurpose Avatar)Create slots, overlays, wardrobe recipes from FBX; equip/unequip items on DCA; browse/rebuild Global Library
Project ContextAuto-inject project-specific docs and guidelines for AI agents

Architecture

Claude / AI Assistant ←→ MCP Server (this repo) ←→ Unity Editor Plugin (HTTP bridge)

                          Unity Hub CLI

This server communicates with:

  • Unity Hub via its CLI (supports both modern --headless and legacy -- --headless syntax)
  • Unity Editor via the companion unity-mcp-plugin which runs an HTTP API inside the editor

288 Tools Across 30+ Categories

Scene management, GameObjects, components, physics, terrain, Shader Graph, Amplify Shader Editor, profiling, animation, NavMesh, builds, multiplayer, and more.

Unity MCP Features — 268 tools across 30+ categories for AI-powered game development

Two-Tier Tool System

To avoid overwhelming MCP clients with 288 tools, the server uses a two-tier architecture:

  • Core tools (~70) are always exposed directly
  • Advanced tools (~130+) are accessed via a single unity_advanced_tool proxy with lazy loading

This keeps the tool count manageable for clients like Claude Desktop and Cowork while still providing access to every Unity feature. Use unity_list_advanced_tools to discover all advanced tools by category.

Multi-Instance Support

The server automatically discovers all running Unity Editor instances on startup. If only one instance is found, it auto-connects. If multiple instances are running (e.g., main editor + ParrelSync clones), it prompts you to select which one to work with.

Port Resilience — The server includes a multi-layer protection system for reliable multi-project workflows:

  • Port Identity Validation — When restoring a saved connection, the server verifies the instance identity (project name + path) matches the expected target. If Unity restarts and a different project grabs the port, the server detects this and re-discovers the correct instance.
  • Compile-Time Resilience — During long Unity compiles (when the editor is unresponsive), the server checks the shared instance registry. If the registry entry is fresh (updated within the last 5 minutes via heartbeat), the connection is preserved instead of dropped.
  • Crash Detection — The plugin sends a heartbeat every 30 seconds to the instance registry. If Unity crashes and the heartbeat stops, the server detects the stale registry entry (>5 minutes old) and clears it, allowing proper re-discovery.
  • Port Affinity — The plugin remembers its last-used port via EditorPrefs and reclaims it on restart, minimizing port swaps across editor restarts.

Quick Start

1. Install the Unity Plugin

In Unity: Window > Package Manager > + > Add package from git URL:

https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git

2. Install this MCP Server

git clone https://github.com/AnkleBreaker-Studio/unity-mcp-server.git
cd unity-mcp-server
npm install

3. Add to Claude Desktop

Open Claude Desktop > Settings > Developer > Edit Config, and add:

{
  "mcpServers": {
    "unity": {
      "command": "node",
      "args": ["C:/path/to/unity-mcp-server/src/index.js"],
      "env": {
        "UNITY_HUB_PATH": "C:\\Program Files\\Unity Hub\\Unity Hub.exe",
        "UNITY_BRIDGE_PORT": "7890"
      }
    }
  }
}

Restart Claude Desktop. Done!

4. Try It

  • "List my installed Unity editors"
  • "Show me the scene hierarchy"
  • "Create a red cube at position (0, 2, 0) and add a Rigidbody"
  • "Profile my scene and show the top memory consumers"
  • "List all Shader Graphs in my project"
  • "Build my project for Windows"
  • "List and start my MPPM multiplayer scenarios"
  • "Capture a screenshot of my scene view"
  • "Show me the active agent sessions"

Configuration

Environment VariableDefaultDescription
UNITY_HUB_PATHC:\Program Files\Unity Hub\Unity Hub.exeUnity Hub executable path
UNITY_BRIDGE_HOST127.0.0.1Editor bridge host
UNITY_BRIDGE_PORT7890Editor bridge port (auto-discovered when using multi-instance)
UNITY_BRIDGE_TIMEOUT30000Request timeout in ms
UNITY_PORT_RANGE_START7890Start of port scan range for multi-instance discovery
UNITY_PORT_RANGE_END7899End of port scan range
UNITY_REGISTRY_STALENESS_TIMEOUT300000Registry entry staleness timeout in ms (crash detection)
UNITY_RESPONSE_SOFT_LIMIT2097152Response size soft limit in bytes (warning)
UNITY_RESPONSE_HARD_LIMIT4194304Response size hard limit in bytes (truncation)
UNITY_MCP_DEBUGfalseEnable debug logging for troubleshooting

The Unity plugin also has its own settings accessible via the Dashboard (Window > MCP Dashboard) for port, auto-start, and per-category feature toggles.

Optional Package Support

Some tools activate automatically when their packages are detected in the Unity project:

Package / AssetFeatures Unlocked
com.unity.memoryprofilerMemory snapshot capture via MemoryProfiler API
com.unity.shadergraphShader Graph creation, inspection, opening
com.unity.visualeffectgraphVFX Graph listing and opening
com.unity.inputsystemInput Action map and binding inspection
com.unity.multiplayer.playmodeMPPM scenario listing, activation, start/stop, player info
Amplify Shader Editor (Asset Store)Amplify shader listing, inspection, opening
UMA 2 (Asset Store)UMA SlotDataAsset/OverlayDataAsset creation, WardrobeRecipe pipeline, Global Library management, DCA wardrobe equip/unequip

Features for uninstalled packages return helpful messages explaining what to install.

Requirements

  • Node.js 18+
  • Unity Hub (for Hub tools)
  • Unity Editor with unity-mcp-plugin installed (for Editor tools)

Troubleshooting

"Connection failed" errors — Make sure Unity Editor is open and the plugin is installed. Check the Unity Console for [MCP Bridge] Server started on port 7890.

"Unity Hub not found" — Update UNITY_HUB_PATH in your config to match your installation.

"Category disabled" errors — A feature category may be toggled off. Open Window > MCP Dashboard in Unity to check category settings.

Port conflicts — Change UNITY_BRIDGE_PORT in your Claude config and update the port in Unity's MCP Dashboard settings.

Why AnkleBreaker Unity MCP?

AnkleBreaker Unity MCP is the most comprehensive MCP integration for Unity, purpose-built to leverage the full power of Claude Cowork and other AI assistants. Here's how it compares to alternatives:

Feature Comparison

FeatureAnkleBreaker MCPBeziCoplay MCPUnity AI
Total Tools288~3034Limited (built-in)
Feature Categories30+~5~5N/A
Non-Blocking Editor✅ Full background operation❌ Freezes Unity during tasks
Open Source✅ AnkleBreaker Open License❌ Proprietary✅ MIT License❌ Proprietary
Claude Cowork Optimized✅ Two-tier lazy loading❌ Not MCP-based⚠️ Basic❌ Not MCP-based
Multi-Instance Support✅ Auto-discovery
Multi-Agent Support✅ Session tracking + queuing
Unity Hub Control✅ Install editors & modules
Scene Hierarchy✅ Full tree + pagination⚠️ Limited⚠️ Basic⚠️ Limited
Physics Tools✅ Raycasts, overlap, settings
Terrain Tools✅ Full terrain pipeline
Shader Graph✅ Create, inspect, open
Profiling & Debugging✅ Profiler + Frame Debugger + Memory⚠️ Basic
Animation System✅ Controllers, clips, parameters⚠️ Basic⚠️ Basic⚠️ Basic
NavMesh / Navigation✅ Bake, agents, obstacles
Particle Systems✅ Full module editing
MPPM Multiplayer✅ Scenarios, start/stop
Visual Inspection✅ Scene + Game view capture⚠️ Limited
Play Mode Resilient✅ Survives domain reloadN/A
Port Resilience✅ Identity validation + crash detectionN/A
Project Context✅ Custom docs for AI agents⚠️ Built-in only

Cost Comparison

AnkleBreaker Unity MCP is completely free and open source. The prices below reflect only the cost of the AI assistant (Claude) itself — the MCP plugin and server are $0.

SolutionMonthly CostWhat You Get
AnkleBreaker MCP (free) + Claude Pro$20/mo288 tools, full Unity control, open source — MCP is free, price is Claude only
AnkleBreaker MCP (free) + Claude Max 5x$100/moSame + 5x usage for heavy workflows — MCP is free, price is Claude only
AnkleBreaker MCP (free) + Claude Max 20x$200/moSame + 20x usage for teams/studios — MCP is free, price is Claude only
Bezi Pro$20/mo~30 tools, 800 credits/mo, freezes Unity
Bezi Advanced$60/mo~30 tools, 2400 credits/mo, freezes Unity
Bezi Team$200/mo3 seats, 8000 credits, still freezes Unity
Unity AIIncluded with Unity Pro/EnterpriseLimited AI tools, Unity Points system, no MCP
Coplay MCPFree (beta)34 tools, basic categories

Key Advantages

vs. Bezi: Bezi runs as a proprietary Unity plugin with its own credit-based billing — $20–$200/mo on top of your AI subscription. It has historically suffered from freezing the Unity Editor during AI tasks, blocking your workflow. AnkleBreaker MCP is completely free and open source, runs entirely in the background with zero editor impact, and offers 8x more tools — the only cost is your existing Claude subscription.

vs. Coplay MCP: Coplay MCP provides 34 tools across ~5 categories. AnkleBreaker MCP delivers 288 tools across 30+ categories including advanced features like physics raycasts, terrain editing, shader graph management, profiling, NavMesh, particle systems, and MPPM multiplayer — none of which exist in Coplay. Our two-tier lazy loading system is specifically optimized for Claude Cowork's tool limits.

vs. Unity AI: Unity AI (successor to Muse) is built into Unity 6.2+ but limited to Unity's own AI models and a credit-based "Unity Points" system. It cannot be used with Claude or any external AI assistant, has no MCP support, and offers a fraction of the automation capabilities. AnkleBreaker MCP works with any MCP-compatible AI while giving you full control over which AI models you use.

Support the Project

If Unity MCP helps your workflow, consider supporting its development! Your support helps fund new features, bug fixes, documentation, and more open-source game dev tools.

GitHub Sponsors Patreon

Sponsor tiers include priority feature requests — your ideas get bumped up the roadmap! Check out the tiers on GitHub Sponsors or Patreon.

What's New in v2.30.0

  • unity_screenshot_editor_window tool — capture any Editor window (Inspector, Project, Console, custom editor windows) to a PNG. Unlike the game/scene capture tools (which render a camera), it grabs the real editor UI via the Win32 PrintWindow API, so it works even when the window is hidden behind other windows — no raising or focus-stealing. Windows editor only: on macOS/Linux it returns a clear "unsupported platform" message instead of capturing, and the assistant will tell you the feature isn't available on your OS. Defaults to Assets/Screenshots/, accepts any user-chosen .png path. The assistant only invokes it when you explicitly ask for an editor-window screenshot. Companion to unity-mcp-plugin v2.32.0.

What's New in v2.28.2

  • Codex CLI compatibility — Two diagnostic console.debug(...) calls in the bridge were writing to stdout, corrupting the MCP JSON-RPC framing. Strict clients like Codex CLI closed the transport as soon as they hit the non-JSON line; the bug was invisible on Claude Desktop / Claude Code which tolerate the framing violation. Both call sites now log to stderr.

What's New in v2.28.0

  • npm auto-publish — A GitHub Action now automatically publishes to npm whenever a new GitHub release is created. Contributed by @vatanaksoytezer in #8.
  • npm package renamed — Package renamed from unity-mcp-server to anklebreaker-unity-mcp to avoid name conflict on npm. Install via npx anklebreaker-unity-mcp@latest.
  • SpriteAtlas tools — 7 new tools for Unity SpriteAtlas management: create, inspect, add/remove sprites, configure packing & texture settings, delete, and list SpriteAtlases. Contributed by @zaferdace. Registered as advanced tools accessible via unity_advanced_tool.
  • UTF-8 encoding fix — Fixed corrupted characters in unity-editor-bridge.js comments and section headers.

What's New in v2.27.0

  • UMA (Unity Multipurpose Avatar) integration — 13 new tools for the complete UMA asset pipeline. Create SlotDataAssets, OverlayDataAssets, and WardrobeRecipes directly from FBX files, equip/unequip wardrobe items on DynamicCharacterAvatar, browse and manage the UMA Global Library, verify recipes for missing references, and more. Requires UMA 2 (available on the Asset Store). Registered as advanced tools accessible via unity_advanced_tool.

What's New in v2.26.0

  • Compilation error detection — New unity_get_compilation_errors tool retrieves C# compilation errors and warnings directly from Unity's CompilationPipeline API. Unlike unity_console_log, this is independent of the console log buffer — not affected by console clear, Play Mode log flooding, or buffer overflow. Supports filtering by severity (error, warning, all) and count limit. Registered as a core tool (always directly accessible, not behind unity_advanced_tool).

What's New in v2.25.0

  • Parallel-safe instance routing — When multiple AI agents (e.g. Claude Cowork tasks) share the same MCP process, each agent can now include a port parameter in every unity_* tool call to guarantee routing to the correct Unity Editor instance. This prevents cross-agent contamination where one task's unity_select_instance could redirect another task's commands to the wrong project.
  • Per-request port override — A new stateless routing mechanism bypasses the shared per-agent state entirely. The port parameter is extracted by middleware before the tool handler runs, used for routing, then stripped from the args. This is safe because MCP stdio transport processes requests sequentially.
  • Schema injection — The optional port parameter is automatically injected into every unity_* tool schema (except unity_list_instances, unity_select_instance, and unity_hub_*), so AI assistants see it as a legitimate parameter and pass it consistently.
  • Enhanced select_instance responseunity_select_instance now returns explicit routing instructions telling the AI to include port in all subsequent calls.

Frequently Asked Questions

What is Unity MCP? Unity MCP (Model Context Protocol) is an open-source integration that connects AI assistants like Claude, Cursor, and Windsurf to the Unity Editor and Unity Hub. It allows AI to directly control Unity — creating scenes, placing objects, writing scripts, running builds, profiling, and more — through a standardized protocol.

How does AnkleBreaker Unity MCP compare to other Unity AI tools? AnkleBreaker Unity MCP offers 288 tools across 30+ categories, making it the most comprehensive Unity MCP integration available. Competitors like Bezi (~30 tools) and Coplay MCP (34 tools) cover a fraction of Unity's features. Unlike Bezi, AnkleBreaker MCP is free, open source, and doesn't freeze the Unity Editor during AI operations.

Does it work with Claude Desktop / Claude Cowork? Yes. AnkleBreaker Unity MCP is purpose-built for Claude Desktop and Claude Cowork. It uses a two-tier lazy loading system to stay within MCP client tool limits while exposing all 281 tools on demand.

Does it work with Cursor, Windsurf, or other MCP clients? Yes. Any AI tool that supports the Model Context Protocol can connect to this server. This includes Cursor, Windsurf, Claude Desktop, Claude Cowork, and any other MCP-compatible client.

What Unity versions are supported? Unity 2021.3 LTS and newer, including Unity 2022.3 LTS and Unity 6. The plugin is installed via Unity Package Manager (UPM).

Is it free? Yes. Both the MCP server and the Unity plugin are completely free and open source under the AnkleBreaker Open License. The only cost is your AI assistant subscription (e.g., Claude Pro at $20/month).

Can multiple AI agents use it simultaneously? Yes. The server supports multi-agent operation with session tracking, action logging, and queued execution to prevent conflicts. It also supports multiple Unity Editor instances running side-by-side.

Does it support Amplify Shader Editor? Yes. If Amplify Shader Editor is installed in your project, 23 additional tools are unlocked for full shader graph manipulation — creating nodes, connecting them, setting properties, using templates, and more. Projects without Amplify work perfectly; the tools gracefully report that ASE is not installed.


Keywords (for search engines)

Unity MCP, Unity MCP Server, Unity MCP Plugin, Unity AI, AI game development, AI Unity Editor, Claude Unity, Cursor Unity, Windsurf Unity, Model Context Protocol Unity, MCP server Unity, Unity automation, AI-assisted game development, Unity Editor AI control, Unity Hub AI, Unity build automation, Unity scene management AI, Unity GameObject AI, Unity component automation, Shader Graph AI, Amplify Shader Editor AI, Unity terrain AI, Unity NavMesh AI, Unity physics AI, Unity profiler AI, Unity animation AI, MPPM multiplayer AI, Unity MCP integration, free Unity AI tools, open source Unity AI, AnkleBreaker Studio, AnkleBreaker MCP, Unity MCP bridge, Unity Editor plugin MCP, UPM MCP package, AI co-pilot Unity, Unity game dev AI assistant

License

AnkleBreaker Open License v1.0 — see LICENSE

This license requires: (1) including the copyright notice, (2) displaying "Made with AnkleBreaker MCP" (or "Powered by AnkleBreaker MCP") attribution in any product built with it (personal/educational use is exempt), and (3) reselling the tool is forbidden — you may not sell, sublicense, or commercially distribute this software or derivatives of it. See the full LICENSE for details.