stdio bridge for the local Unity Editor MCP server from FunseaAI/unity-mcp.
Config is the same across clients — only the file and path differ.
{
"mcpServers": {
"gamebooom": {
"url": "http://127.0.0.1:8765/",
"type": "http"
}
}
}Are you the author?
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💖 If you find this project useful, please consider giving it a Star. It helps more Unity developers discover it and supports ongoing development.
No automated test available for this server. Check the GitHub README for setup instructions.
Five weighted categories — click any category to see the underlying evidence.
No known CVEs.
No package registry to scan.
Click any tool to inspect its schema.
project_contextLive project state and editor context
unity://project/context
scene_infoCurrent active scene information
unity://scene/info
selection_stateCurrent editor selection state
unity://selection/state
compile_errorsCurrent compilation errors
unity://compilation/errors
console_errorsConsole error output
unity://console/errors
interaction_historyMCP interaction history
unity://mcp/history
fix_compile_errorsWorkflow prompt for fixing compilation errors
runtime_validationWorkflow prompt for validating runtime behavior
create_playable_prototypeWorkflow prompt for creating a playable prototype
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The Most Advanced MCP Server for Unity Editor
中文 | English
💖 If you find this project useful, please consider giving it a Star. It helps more Unity developers discover it and supports ongoing development.
Funplay MCP for Unity is an MIT-licensed Unity Editor MCP server that lets AI assistants like Claude Code, Cursor, LM Studio, Windsurf, Codex, and VS Code Copilot operate directly inside your running Unity project.
Describe your game in one sentence — your AI assistant builds it in Unity through Funplay MCP for Unity's 154 built-in tools for scene creation, script generation, runtime validation, input simulation, performance analysis, and editor automation.
"Build a snake game with a 10x10 grid, food spawning, score UI, and game-over screen"
Your AI assistant handles it through Funplay MCP for Unity: creates the scene, generates all scripts, sets up the UI, and configures the game logic — all from a single prompt.
16-second demo — AI generates a 3D model and integrates it into the scene end-to-end. Watch HD MP4.
If you just want to get connected fast, do these three things:
Funplay > MCP ServerIn Unity, go to Window → Package Manager → + → Add package from git URL:
https://github.com/FunplayAI/funplay-unity-mcp.git
💡 Before you clone or install, a quick ⭐ on GitHub would be greatly appreciated.
If you want Unity Package Manager to show registry-backed package version history and allow version selection, install from OpenUPM instead of Git.
Using the OpenUPM CLI:
openupm add com.gamebooom.unity.mcp
Or add the scoped registry manually in Packages/manifest.json:
{
"scopedRegistries": [
{
"name": "OpenUPM",
"url": "https://package.openupm.com",
"scopes": [
"com.gamebooom"
]
}
],
"dependencies": {
"com.gamebooom.unity.mcp": "0.5.2"
}
}
If you installed from a Git URL before, remove the Git dependency first, then install from OpenUPM. Git-installed packages only show the resolved Git version in Unity and do not get the registry-backed Version History list.
Menu: Funplay → MCP Server to start the server.
The server starts on http://127.0.0.1:8765/ by default.
Direct in-process HTTP is the default transport. If you need stronger connection continuity across Unity script recompiles or Play Mode domain reloads, enable Experimental Broker Mode in the MCP Server window. It runs a tiny local broker with Unity's bundled Mono, keeps the same 127.0.0.1 port for MCP clients, and requires no client config change.
Open Funplay → Tool Exposure if you want to edit the exact tools exposed by core or full.
Open Funplay → MCP Settings if you need to adjust execute_code safety defaults or