Feature Roadmap

May 28, 2026 ยท View on GitHub

This roadmap focuses on features that make Unity Cursor Toolkit more useful for human developers and safer for AI agents.

MCP Readiness

  • Ship the standalone stdio MCP server as the primary cross-client integration path.
  • Keep tool schemas stable and additive; prefer aliases over breaking argument changes.
  • Add richer structured outputs for project info, scene hierarchy, build reports, test results, and profiler snapshots.
  • Add install snippets and client-specific setup docs for Cursor, Claude Code, VS Code, Zed, Windsurf, and other MCP clients.
  • Expand resources and prompts so agents can discover context without calling mutating tools first.

Unity Automation

  • Runtime command registry: expose project-owned coroutine workflows through MCP without UI automation.
  • Prefab tools: inspect overrides, instantiate prefabs, apply/revert changes, and support variants.
  • Selection tools: get current selection, select by instance ID, frame selected objects, and ping assets.
  • Test Runner tools: list tests, run EditMode/PlayMode tests, and return structured failures.
  • Build report tools: trigger builds, read build summaries, compare size deltas, and surface warnings.
  • Package Manager tools: list packages, inspect versions, and prepare dependency changes.
  • Profiler tools: capture FPS, memory, GC allocations, and slow frame summaries.

Safety And Trust

  • Expand read-only mode to every new tool before exposing write behavior.
  • Keep dryRun: true support on all mutating tools.
  • Prefer Unity Undo-backed mutations on the C# side so user-visible edits can be reverted in the Editor.
  • Label destructive operations with destructiveHint and mention exact target assets/objects in outputs.
  • Add path validation and workspace containment anywhere tools touch disk.

Near-Term Ranking

  1. Unity Test Runner tools, because tests are the highest-signal feedback loop for agents.
  2. Prefab and selection tools, because most scene-editing workflows need object targeting and reversibility.
  3. Build reports, because they turn a high-cost operation into inspectable structured output.
  4. Profiler snapshots, because performance debugging is valuable but needs more Unity-side implementation work.